├── .gitignore
├── .vscode
├── launch.json
└── tasks.json
├── BRICK
└── brickwall001c.tga
├── LICENSE
├── README.md
├── dist
└── WebBSP.js
├── gulpfile.js
├── index.html
├── main.css
├── package-lock.json
├── package.json
├── src
├── BSP
│ ├── BSP.ts
│ ├── Lumps
│ │ ├── BrushLump.ts
│ │ ├── BrushSideLump.ts
│ │ ├── CubemapLump.ts
│ │ ├── DispInfoLump.ts
│ │ ├── DispTrisLump.ts
│ │ ├── DispVertLump.ts
│ │ ├── EdgeLump.ts
│ │ ├── EntityLump.ts
│ │ ├── FaceLump.ts
│ │ ├── GameLump.ts
│ │ ├── GenericLump.ts
│ │ ├── LeafAmbientIndexHDRLump.ts
│ │ ├── LeafAmbientIndexLump.ts
│ │ ├── LeafAmbientLightingLump.ts
│ │ ├── LeafBrushLump.ts
│ │ ├── LeafFaceLump.ts
│ │ ├── LeafLump.ts
│ │ ├── LightingLump.ts
│ │ ├── Lump.ts
│ │ ├── LumpHeader.ts
│ │ ├── LumpType.ts
│ │ ├── ModelLump.ts
│ │ ├── NodeLump.ts
│ │ ├── OriginalFaceLump.ts
│ │ ├── PlaneLump.ts
│ │ ├── SurfEdgeLump.ts
│ │ ├── TexDataLump.ts
│ │ ├── TexDataStringDataLump.ts
│ │ ├── TexDataStringTableLump.ts
│ │ ├── TexInfoLump.ts
│ │ └── VertexLump.ts
│ ├── Structs
│ │ ├── Brush.ts
│ │ ├── BrushSide.ts
│ │ ├── ColorRGBExp32.ts
│ │ ├── CompressedLightCube.ts
│ │ ├── Cubemap.ts
│ │ ├── DispCornerNeighbor.ts
│ │ ├── DispInfo.ts
│ │ ├── DispNeighbor.ts
│ │ ├── DispSubNeighbor.ts
│ │ ├── DispVert.ts
│ │ ├── Edge.ts
│ │ ├── Enums.ts
│ │ ├── Face.ts
│ │ ├── GameLumpStruct.ts
│ │ ├── Leaf.ts
│ │ ├── LeafAmbientIndex.ts
│ │ ├── LeafAmbientLighting.ts
│ │ ├── Model.ts
│ │ ├── Node.ts
│ │ ├── Plane.ts
│ │ ├── TexData.ts
│ │ └── TexInfo.ts
│ └── Utils
│ │ └── BinaryReader.ts
├── KeyboardListener.ts
├── MouseHandler.ts
├── Rendering
│ ├── Camera
│ │ ├── CameraState.ts
│ │ ├── ICamera.ts
│ │ ├── OrthoCamera.ts
│ │ └── PerspectiveCamera.ts
│ ├── EngineCore.ts
│ ├── EngineState.ts
│ ├── IEngineComponent.ts
│ ├── Messaging
│ │ ├── Message.ts
│ │ └── MessageQueue.ts
│ ├── RenderObjects
│ │ ├── BSP
│ │ │ ├── BSPFace.ts
│ │ │ ├── BSPMesh.ts
│ │ │ ├── BSPModel.ts
│ │ │ └── Tree.ts
│ │ │ │ ├── BSPLeaf.ts
│ │ │ │ ├── BSPNode.ts
│ │ │ │ ├── BSPTree.ts
│ │ │ │ └── IBSPTree.ts
│ │ ├── BSPResourceManager.ts
│ │ ├── IRenderable.ts
│ │ └── RenderObject.ts
│ ├── Shaders
│ │ ├── LayoutLocations.ts
│ │ ├── Shader.ts
│ │ ├── ShaderSource.ts
│ │ └── UniformLocations.ts
│ └── Textures
│ │ ├── Texture.ts
│ │ └── TextureDictionary.ts
├── Structs
│ └── Vertex.ts
├── Utils
│ ├── AddRange.ts
│ ├── KeyPress.ts
│ ├── LZMA
│ │ └── lzma.ts
│ ├── LimitAngle.ts
│ ├── MeshFactory.ts
│ ├── WrapAngle.ts
│ └── ZipArray.ts
└── main.ts
├── tsconfig.json
├── tsconfig.watch.json
└── tslint.json
/.gitignore:
--------------------------------------------------------------------------------
1 | *.js
2 | *.js.map
3 |
4 | .tmp/
5 | node_modules/
6 |
7 | #Allow the final bundled file to be included
8 | !WebBSP.js
--------------------------------------------------------------------------------
/.vscode/launch.json:
--------------------------------------------------------------------------------
1 | {
2 | // Use IntelliSense to learn about possible attributes.
3 | // Hover to view descriptions of existing attributes.
4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
5 | "version": "0.2.0",
6 | "configurations": [
7 | {
8 | "type": "chrome",
9 | "request": "attach",
10 | "name": "Attach to Chrome",
11 | "port": 3000,
12 | "webRoot": "${workspaceFolder}"
13 | },
14 | {
15 | "type": "chrome",
16 | "request": "launch",
17 | "name": "Launch Chrome against localhost",
18 | "sourceMaps": true,
19 | "url": "http://localhost:8080",
20 | "webRoot": "${workspaceFolder}"
21 | }
22 | ]
23 | }
--------------------------------------------------------------------------------
/.vscode/tasks.json:
--------------------------------------------------------------------------------
1 | {
2 | // See https://go.microsoft.com/fwlink/?LinkId=733558
3 | // for the documentation about the tasks.json format
4 | "version": "2.0.0",
5 | "tasks": [
6 | {
7 | "type": "typescript",
8 | "tsconfig": "tsconfig.json",
9 | "problemMatcher": [
10 | "$tsc"
11 | ]
12 | },
13 | {
14 | "type": "gulp",
15 | "task": "watch",
16 | "problemMatcher": [
17 | "$gulp-tsc"
18 | ]
19 | }
20 | ]
21 | }
--------------------------------------------------------------------------------
/BRICK/brickwall001c.tga:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Exactol/WebGL-BSP/b199eb9a1419b5a3a47091e63ae48c63958a18e9/BRICK/brickwall001c.tga
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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535 |
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539 |
540 | 12. No Surrender of Others' Freedom.
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563 | 14. Revised Versions of this License.
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621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
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630 | to attach them to the start of each source file to most effectively
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632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
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640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
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657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # WebGL-BSP
2 | A 3D Source Engine BSP renderer
3 |
4 | Currently can display faces and displacements with estimated colors using reflectivity data.
5 |
6 | 
7 |
--------------------------------------------------------------------------------
/gulpfile.js:
--------------------------------------------------------------------------------
1 | const gulp = require("gulp"),
2 | browserify = require("browserify"),
3 | source = require("vinyl-source-stream"),
4 | buffer = require("vinyl-buffer"),
5 | tsc = require("gulp-typescript"),
6 | sourcemaps = require("gulp-sourcemaps"),
7 | uglify = require("gulp-uglify-es").default,
8 | runSequence = require("run-sequence").use(gulp),
9 | clean = require("gulp-clean"),
10 | gutil = require("gulp-util"),
11 | plumber = require("gulp-plumber")
12 | debug = require("gulp-debug")
13 | print = require("gulp-print").default
14 | watchify = require("watchify")
15 | watch = require("gulp-watch")
16 | browserSync = require("browser-sync");
17 |
18 |
19 | const path = {
20 | src: "src/**/*.ts",
21 | typeSrc: "@types/**/*.ts",
22 | jsDest: ".tmp/",
23 | finalDest: "dist/"
24 |
25 | }
26 | const tsProject = tsc.createProject("tsconfig.json");
27 | const tsWatchProject = tsc.createProject("tsconfig.watch.json");
28 |
29 | const libraryName = "WebBSP";
30 |
31 | var bundler = watchify(browserify({
32 | debug: true,
33 | standalone: libraryName,
34 | detectGlobals: true,
35 | cache: {},
36 | packageCache: {},
37 | fullPaths: true
38 | }));
39 |
40 | bundler.on("update", watchBundleUglify);
41 |
42 | gulp.task("build", function() {
43 | return gulp.src([path.src, path.typeSrc])
44 | .pipe(tsProject())
45 | .on('error', function (err) { gutil.log(gutil.colors.red('[Error]'), err.toString()); })
46 | .pipe(gulp.dest(path.jsDest));
47 | });
48 |
49 | gulp.task("bundle-uglify", () => {
50 | var mainJsFile = path.jsDest + "/main.js";
51 | var outputFileName = libraryName + ".js";
52 |
53 | var bundler = browserify({
54 | debug: true,
55 | standalone: libraryName,
56 | detectGlobals: true,
57 | });
58 |
59 | return bundler.add(mainJsFile)
60 | .bundle()
61 | .pipe(source(outputFileName))
62 | .pipe(buffer())
63 | .pipe(sourcemaps.init({loadMaps: true}))
64 | .pipe(uglify())
65 | .on('error', function (err) { gutil.log(gutil.colors.red('[Error]'), err.toString()); })
66 | .pipe(sourcemaps.write("./"))
67 | .pipe(gulp.dest(path.finalDest));
68 | });
69 |
70 | function watchBundleUglify() {
71 | var mainJsFile = path.jsDest + "/main.js";
72 | var outputFileName = libraryName + ".js";
73 |
74 | return bundler.add(mainJsFile)
75 | .bundle()
76 | .pipe(source(outputFileName))
77 | .pipe(buffer())
78 | .pipe(sourcemaps.init({loadMaps: true}))
79 | .pipe(uglify())
80 | .on('error', function (err) { gutil.log(gutil.colors.red('[Error]'), err.toString()); })
81 | .pipe(sourcemaps.write("./"))
82 | .pipe(gulp.dest(path.finalDest));
83 | }
84 |
85 | gulp.task("clean", function() {
86 | return (
87 | gulp.src([path.jsDest, path.finalDest], {read: false})
88 | .pipe(clean()));
89 | });
90 |
91 | gulp.task("build-and-bundle", function() {
92 | runSequence("clean", "build", "bundle-uglify")
93 | });
94 |
95 | gulp.task("watch", () => {
96 | browserSync.init({
97 | server: {
98 | baseDir: "./",
99 | injectChanges: true,
100 | }
101 | });
102 | watch(path.src, (file) => {
103 | // for some reason gulp dest will not send output file to it's subdirectory, so it needs to be calculated
104 | const subPath = getSubDirPath(file.path);
105 | console.log(subPath);
106 | gulp.src(file.path)
107 | .pipe(plumber())
108 | .pipe(debug({title: "Compiling:"}))
109 | .pipe(tsWatchProject())
110 | .on("error", function (err) { gutil.log(gutil.colors.red('[Error]'), err.toString()); })
111 | .pipe(gulp.dest(path.jsDest + subPath))
112 | .pipe(print((filepath) => `Compiled: ${filepath}`));
113 | watchBundleUglify();
114 | browserSync.reload();
115 | });
116 | });
117 |
118 | function getSubDirPath(fullFilePath) {
119 | let fileSplit = fullFilePath.split("\\");
120 |
121 | // remove file name
122 | fileSplit.pop();
123 |
124 | // reconstruct string and split on \src\
125 | fileSplit = fileSplit.join("\\").split("\\src\\");
126 |
127 | if (fileSplit.length == 1) {
128 | // when file is not in subdirectory return nothing
129 | return "";
130 | }
131 | return fileSplit.pop();
132 | }
133 |
134 | gulp.task("default", ["build-and-bundle"]);
--------------------------------------------------------------------------------
/index.html:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | WebGL BSP
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
17 |
21 |
22 |
23 |
24 |
--------------------------------------------------------------------------------
/main.css:
--------------------------------------------------------------------------------
1 | canvas {
2 | width: 100vw;
3 | height: 100vh;
4 | padding: 0%;
5 | margin: 0%;
6 | display: block;
7 | }
8 |
9 | body, html {
10 | overflow: hidden;
11 | margin: 0%;
12 | padding: 0%;
13 | }
14 |
15 | #sidebar {
16 | background-color: #343F49;
17 | /* background: linear-gradient(to bottom, #495867 0%,#495867 100%); */
18 | position: fixed;
19 | display: none;
20 | z-index: 1;
21 | top: 0;
22 | left: 0;
23 | overflow-x: hidden;
24 | padding-top: 10px;
25 | height: 100%;
26 | width: 70px;
27 | border-style: solid;
28 | border-width: 0px;
29 | border-right-width: 2px;
30 | border-color: #FFA49E;
31 | box-shadow: 0 0 10px #FFA49E;
32 | vertical-align: middle;
33 | align-items: center;
34 | }
35 |
36 | /* #sidebar: */
37 |
38 | button {
39 | border: none;
40 | background-color: transparent;
41 | outline: none;
42 | overflow: hidden;
43 | color: rgb(255, 85, 73);
44 | cursor: pointer;
45 | padding: 10px;
46 | font-size: 30px
47 | }
48 |
49 | button:hover {
50 | color: rgb(115, 188, 252)
51 | }
52 |
53 | #sidebarBtn {
54 | padding-top: 10px;
55 | width: 70px;
56 | position: absolute;
57 | }
--------------------------------------------------------------------------------
/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "name": "",
3 | "version": "",
4 | "dependencies": {
5 | "@types/gl-matrix": "^2.4.0",
6 | "@types/webgl-ext": "0.0.29",
7 | "@types/webgl2": "0.0.4",
8 | "gl-matrix": "^2.6.1",
9 | "gulp-print": "^5.0.0",
10 | "watchify": "^3.11.0"
11 | },
12 | "devDependencies": {
13 | "browser-sync": "^2.24.5",
14 | "browserify": "^16.2.2",
15 | "gulp": "^3.9.1",
16 | "gulp-clean": "^0.4.0",
17 | "gulp-debug": "^4.0.0",
18 | "gulp-plumber": "^1.2.0",
19 | "gulp-sourcemaps": "^2.6.4",
20 | "gulp-typescript": "^5.0.0-alpha.3",
21 | "gulp-uglify": "^3.0.0",
22 | "gulp-uglify-es": "^1.0.4",
23 | "gulp-watch": "^5.0.0",
24 | "run-sequence": "^2.2.1",
25 | "typescript": "^2.9.2",
26 | "vinyl-buffer": "^1.0.1",
27 | "vinyl-source-stream": "^2.0.0"
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
/src/BSP/BSP.ts:
--------------------------------------------------------------------------------
1 | import { BinaryReader } from "./Utils/BinaryReader";
2 | import { LumpType } from "./Lumps/LumpType";
3 | import { LumpHeader } from "./Lumps/LumpHeader";
4 | import { Lump } from "./Lumps/Lump";
5 | import { EdgeLump } from "./Lumps/EdgeLump";
6 | import { GenericLump } from "./Lumps/GenericLump";
7 | import { VertexLump } from "./Lumps/VertexLump";
8 | import { PlaneLump } from "./Lumps/PlaneLump";
9 | import { SurfEdgeLump } from "./Lumps/SurfEdgeLump";
10 | import { FaceLump } from "./Lumps/FaceLump";
11 | import { OriginalFaceLump } from "./Lumps/OriginalFaceLump";
12 | import { BrushLump } from "./Lumps/BrushLump";
13 | import { BrushSideLump } from "./Lumps/BrushSideLump";
14 | import { NodeLump } from "./Lumps/NodeLump";
15 | import { LeafLump } from "./Lumps/LeafLump";
16 | import { LeafFaceLump } from "./Lumps/LeafFaceLump";
17 | import { LeafBrushLump } from "./Lumps/LeafBrushLump";
18 | import { TexInfoLump } from "./Lumps/TexInfoLump";
19 | import { TexDataLump } from "./Lumps/TexDataLump";
20 | import { TexDataStringTableLump } from "./Lumps/TexDataStringTableLump";
21 | import { TexDataStringDataLump } from "./Lumps/TexDataStringDataLump";
22 | import { ModelLump } from "./Lumps/ModelLump";
23 | import { EntityLump } from "./Lumps/EntityLump";
24 | import { GameLump } from "./Lumps/GameLump";
25 | import { CubemapLump } from "./Lumps/CubemapLump";
26 | import { LightingLump } from "./Lumps/LightingLump";
27 | import { LeafAmbientLightingLump } from "./Lumps/LeafAmbientLightingLump";
28 | import { LeafAmbientIndexLump } from "./Lumps/LeafAmbientIndexLump";
29 | import { LeafAmbientIndexHdrLump } from "./Lumps/LeafAmbientIndexHDRLump";
30 | import { DispInfoLump } from "./Lumps/DispInfoLump";
31 | import { DispVertLump } from "./Lumps/DispVertLump";
32 | import { DispTrisLump } from "./Lumps/DispTrisLump";
33 |
34 | // https://developer.valvesoftware.com/wiki/Source_BSP_File_Format
35 | // todo look into
36 | // tslint:disable-next-line:max-line-length
37 | // https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/utils/common/bsplib.cpp
38 | export class BSP {
39 | public fileData: ArrayBuffer;
40 | public reader: BinaryReader;
41 |
42 | public ident: string;
43 | public version: number;
44 |
45 | public headerLumps: LumpHeader[] = [];
46 | public lumps: { [lumpType: number]: Lump } = {};
47 |
48 | constructor(bspData: ArrayBuffer) {
49 | this.fileData = bspData;
50 | this.reader = new BinaryReader(this.fileData);
51 |
52 | // read header
53 | console.log("--Header--");
54 |
55 | // read ident
56 | this.ident = "";
57 | for (let i = 0; i < 4; i++) {
58 | this.ident += this.reader.readChar();
59 | }
60 | console.log("Ident: " + this.ident);
61 |
62 | // read version
63 | this.version = this.reader.readInt32();
64 | console.log("Version: " + this.version);
65 |
66 | // read header lumps. Each lump is 16 bytes
67 | console.log("--Reading Header Lumps--");
68 | for (let i = 0; i < 64; i++) {
69 | // use helper function to convert LumpEnum to lump class type
70 | const lumpType = this.getLumpType(i);
71 | this.lumps[i] = new lumpType(new LumpHeader(i, this.reader.readBytes(16)), this.fileData);
72 | }
73 | }
74 |
75 | public readLump(lumpType: LumpType) {
76 | // check if lump has already been read
77 | if (this.lumps[lumpType].initialized) {
78 | return this.lumps[lumpType];
79 | }
80 |
81 | const lump = this.lumps[lumpType];
82 |
83 | // make sure lumps that this lump depends on are read first
84 | // TODO: not really implemented yet
85 | // lump.lumpDependencies.forEach((lumpDependency) => {
86 | // this.getLump(lumpDependency);
87 | // });
88 | lump.read();
89 | return lump;
90 | }
91 |
92 | public printLumps() {
93 | for (const lump in this.lumps) {
94 | if (this.lumps.hasOwnProperty(lump)) {
95 | const element = this.lumps[lump];
96 | if (element.initialized) {
97 | console.log(element.toString());
98 | } else {
99 | this.readLump(Number.parseInt(lump));
100 | console.log(element);
101 | }
102 | }
103 | }
104 | }
105 |
106 | private getLumpType(lumpType: LumpType) {
107 | switch (lumpType) {
108 | case LumpType.Entities:
109 | return EntityLump;
110 | case LumpType.Planes:
111 | return PlaneLump;
112 | case LumpType.TexData:
113 | return TexDataLump;
114 | case LumpType.Vertexes:
115 | return VertexLump;
116 | // case LumpType.Visibility: TODO: parse
117 | case LumpType.Nodes:
118 | return NodeLump;
119 | case LumpType.TexInfo:
120 | return TexInfoLump;
121 | case LumpType.Faces:
122 | return FaceLump;
123 | case LumpType.Lighting:
124 | return LightingLump;
125 | // case LumpType.Occlusion:
126 | case LumpType.Leafs:
127 | return LeafLump;
128 | // case LumpType.FaceIds:
129 | case LumpType.Edges:
130 | return EdgeLump;
131 | case LumpType.SurfEdges:
132 | return SurfEdgeLump;
133 | case LumpType.Models:
134 | return ModelLump;
135 | // case LumpType.WorldLights:
136 | case LumpType.LeafFaces:
137 | return LeafFaceLump;
138 | case LumpType.LeafBrushes:
139 | return LeafBrushLump;
140 | case LumpType.Brushes:
141 | return BrushLump;
142 | case LumpType.BrushSides:
143 | return BrushSideLump;
144 | // case LumpType.Areas:
145 | // case LumpType.AreaPortals:
146 | // case LumpType.Portals:
147 | // case LumpType.Unused0:
148 | // case LumpType.PropCollsion:
149 | // case LumpType.Clusters:
150 | // case LumpType.Unused1:
151 | // case LumpType.PropHulls:
152 | // case LumpType.PortalVerts:
153 | // case LumpType.Unused2:
154 | // case LumpType.PropHullVerts:
155 | // case LumpType.ClusterPortals:
156 | // case LumpType.Unused3:
157 | // case LumpType.PropTris:
158 | case LumpType.DispInfo:
159 | return DispInfoLump;
160 | case LumpType.OriginalFaces:
161 | return OriginalFaceLump;
162 | // case LumpType.PhysDisp:
163 | // case LumpType.PhysCollide:
164 | // case LumpType.VertNormals:
165 | // case LumpType.VertNormalIndices:
166 | // case LumpType.DispLightmapAlphas:
167 | case LumpType.DispVerts:
168 | return DispVertLump;
169 | // case LumpType.DispLightmapSamplePositions:
170 | case LumpType.Game:
171 | return GameLump;
172 | // case LumpType.LeafWaterData:
173 | // case LumpType.Primitives:
174 | // case LumpType.PrimVerts:
175 | // case LumpType.PrimIndices:
176 | // case LumpType.Pakfile:
177 | // case LumpType.ClipPortalVerts:
178 | case LumpType.Cubemaps:
179 | return CubemapLump;
180 | case LumpType.TexDataStringData:
181 | return TexDataStringDataLump;
182 | case LumpType.TexDataStringTable:
183 | return TexDataStringTableLump;
184 | // case LumpType.Overlays:
185 | // case LumpType.LeafMinDistToWater:
186 | // case LumpType.FaceMacroTextureInfo:
187 | case LumpType.DispTris:
188 | return DispTrisLump;
189 | // case LumpType.PhysCollideSurface:
190 | // case LumpType.PropBlob:
191 | // case LumpType.WaterOverlays:
192 | // case LumpType.LightmapPages:
193 | case LumpType.LeafAmbientIndexHdr:
194 | return LeafAmbientIndexHdrLump;
195 | // case LumpType.LightmapPageInfos:
196 | case LumpType.LeafAmbientIndex:
197 | return LeafAmbientIndexLump;
198 | // case LumpType.LightingHdr:
199 | // case LumpType.WorldLightsHdr:
200 | // case LumpType.LeafAmbientLightingHdr:
201 | case LumpType.LeafAmbientLighting:
202 | return LeafAmbientLightingLump;
203 | // case LumpType.XZipPackfile:
204 | // case LumpType.FacesHdr:
205 | // case LumpType.MapFlags:
206 | // case LumpType.OverlayFades:
207 | // case LumpType.OverlaySystemLevels:
208 | // case LumpType.PhysLevel:
209 | // case LumpType.DispMultiBlend:
210 |
211 | default:
212 | return GenericLump;
213 | }
214 | }
215 | }
216 |
217 |
--------------------------------------------------------------------------------
/src/BSP/Lumps/BrushLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 | import { Face } from "../Structs/Face";
8 | import { Brush } from "../Structs/Brush";
9 |
10 | export class BrushLump extends Lump {
11 | public brushes: Brush[] = [];
12 |
13 | constructor(header: LumpHeader, lumpData) {
14 | super(LumpType.Brushes, header, lumpData);
15 | }
16 |
17 | public read() {
18 | const reader = new BinaryReader(this.data);
19 |
20 | // each face is 12 bytes long
21 | for (let i = 0; i < this.header.lumpLength; i += INT_32_SIZE * 3) {
22 | this.brushes.push(new Brush(
23 | reader.readInt32(),
24 | reader.readInt32(),
25 | reader.readInt32()
26 | ));
27 | }
28 |
29 | this.initialized = true;
30 | }
31 |
32 | public toString(): string {
33 | let retStr = super.toString();
34 | retStr += `\n${LumpType[this.lumpType]}: \n${this.brushes.join("\n")}`;
35 |
36 | return retStr;
37 | }
38 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/BrushSideLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE, INT_16_SIZE, UINT_16_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 | import { Face } from "../Structs/Face";
8 | import { Brush } from "../Structs/Brush";
9 | import { BrushSide } from "../Structs/BrushSide";
10 |
11 | export class BrushSideLump extends Lump {
12 | public brushes: BrushSide[] = [];
13 |
14 | constructor(header: LumpHeader, lumpData) {
15 | super(LumpType.BrushSides, header, lumpData);
16 | }
17 |
18 | public read() {
19 | const reader = new BinaryReader(this.data);
20 |
21 | // each face is 12 bytes long
22 | for (let i = 0; i < this.header.lumpLength; i += INT_16_SIZE * 3 + UINT_16_SIZE) {
23 | this.brushes.push(new BrushSide(
24 | reader.readUInt16(),
25 | reader.readInt16(),
26 | reader.readInt16(),
27 | reader.readInt16()
28 | ));
29 | }
30 |
31 | this.initialized = true;
32 | }
33 |
34 | public toString(): string {
35 | let retStr = super.toString();
36 | retStr += `\n${LumpType[this.lumpType]}: \n${this.brushes.join("\n")}`;
37 |
38 | return retStr;
39 | }
40 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/CubemapLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Face } from "../Structs/Face";
6 | import { Cubemap } from "../Structs/Cubemap";
7 |
8 | export class CubemapLump extends Lump {
9 | public cubemaps: Cubemap[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.Cubemaps, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | // each cubemap is 16 bytes long
19 | for (let i = 0; i < this.header.lumpLength; i += 16) {
20 | this.cubemaps.push(new Cubemap(
21 | [reader.readInt32(), reader.readInt32(), reader.readInt32()],
22 | reader.readInt32()
23 | ));
24 | }
25 |
26 | this.initialized = true;
27 | }
28 |
29 | public toString(): string {
30 | let retStr = super.toString();
31 | retStr += `\n${LumpType[this.lumpType]}: \n${this.cubemaps.join("\n")}`;
32 |
33 | return retStr;
34 | }
35 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/DispInfoLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, SeekOrigin } from "../Utils/BinaryReader";
5 | import { DispInfo } from "../Structs/DispInfo";
6 | import { vec3 } from "gl-matrix";
7 | import { DispNeighbor } from "../Structs/DispNeighbor";
8 | import { DispSubNeighbor } from "../Structs/DispSubNeighbor";
9 | import { DispCornerNeighbors } from "../Structs/DispCornerNeighbor";
10 |
11 | export class DispInfoLump extends Lump {
12 | public dispInfos: DispInfo[] = [];
13 |
14 | constructor(header: LumpHeader, lumpData) {
15 | super(LumpType.DispInfo, header, lumpData);
16 | }
17 |
18 | public read() {
19 | const reader = new BinaryReader(this.data);
20 | const DISPINFO_SIZE = 176;
21 |
22 | // each dispInfo is 176 bytes long
23 | for (let i = 0; i < this.header.lumpLength; i += DISPINFO_SIZE) {
24 | const startPos = vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat());
25 | const dispVertStart = reader.readInt32();
26 | const dispTriStart = reader.readInt32();
27 | const power = reader.readInt32();
28 | const minTess = reader.readInt32();
29 | const smoothingAngle = reader.readFloat();
30 | const contents = reader.readInt32();
31 | const mapFace = reader.readUInt16();
32 | const lightmapAlphaStart = reader.readInt32();
33 | const lightmapSamplePositionStart = reader.readInt32();
34 |
35 | const edgeNeighbors: DispNeighbor[] = [];
36 | for (let j = 0; j < 4; j++) {
37 | const subNeighbors: DispSubNeighbor[] = [];
38 |
39 | for (let l = 0; l < 2; l++) {
40 | const iNeighbor = reader.readUInt16();
41 | const neighborOrientation = reader.readUInt8();
42 | const span = reader.readUInt8();
43 | reader.seek(1, SeekOrigin.Current);
44 |
45 | const neighborSpan = reader.readUInt8();
46 | subNeighbors.push(new DispSubNeighbor(
47 | iNeighbor,
48 | neighborOrientation,
49 | span,
50 | neighborSpan
51 | ));
52 | }
53 | edgeNeighbors.push(new DispNeighbor(subNeighbors));
54 | }
55 |
56 | const cornerNeighbors: DispCornerNeighbors[] = [];
57 | for (let k = 0; k < 4; k++) {
58 | cornerNeighbors.push(new DispCornerNeighbors(
59 | [reader.readUInt16(), reader.readUInt16(), reader.readUInt16(), reader.readUInt16()],
60 | reader.readUInt8()
61 | ));
62 | }
63 |
64 | reader.seek(6, SeekOrigin.Current);
65 | const allowedVerts: number[] = [];
66 | for (let z = 0; z < 10; z++) {
67 | allowedVerts.push(reader.readUInt32());
68 | }
69 |
70 | this.dispInfos.push(new DispInfo(
71 | startPos,
72 | dispVertStart,
73 | dispTriStart,
74 | power,
75 | minTess,
76 | smoothingAngle,
77 | contents,
78 | mapFace,
79 | lightmapAlphaStart,
80 | lightmapSamplePositionStart,
81 | edgeNeighbors,
82 | cornerNeighbors,
83 | allowedVerts
84 | ));
85 | }
86 | this.initialized = true;
87 | }
88 |
89 | public toString(): string {
90 | let retStr = super.toString();
91 | retStr += `\n${LumpType[this.lumpType]}: \n${this.dispInfos.join("\n")}`;
92 |
93 | return retStr;
94 | }
95 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/DispTrisLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { BinaryReader, FLOAT_SIZE, UINT_16_SIZE } from "../Utils/BinaryReader";
4 | import { LumpType } from "./LumpType";
5 | import { DispVert } from "../Structs/DispVert";
6 | import { vec3 } from "gl-matrix";
7 | import { DispTags } from "../Structs/Enums";
8 |
9 | export class DispTrisLump extends Lump {
10 | public dispTris: DispTags[] = [];
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.DispTris, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE) {
20 | this.dispTris.push(reader.readUInt16());
21 | }
22 |
23 | this.initialized = true;
24 | }
25 |
26 | public toString(): string {
27 | let retStr = super.toString();
28 |
29 | retStr += `\n${LumpType[this.lumpType]}: [${this.dispTris.join(", ")}]`;
30 |
31 | return retStr;
32 | }
33 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/DispVertLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { BinaryReader, FLOAT_SIZE, UINT_16_SIZE } from "../Utils/BinaryReader";
4 | import { LumpType } from "./LumpType";
5 | import { DispVert } from "../Structs/DispVert";
6 | import { vec3 } from "gl-matrix";
7 |
8 | export class DispVertLump extends Lump {
9 | public dispVerts: DispVert[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.DispVerts, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | for (let i = 0; i < this.header.lumpLength; i += FLOAT_SIZE * 5) {
19 | this.dispVerts.push(new DispVert(
20 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
21 | reader.readFloat(),
22 | reader.readFloat()
23 | ));
24 | }
25 |
26 | this.initialized = true;
27 | }
28 |
29 | public toString(): string {
30 | let retStr = super.toString();
31 |
32 | retStr += `\n${LumpType[this.lumpType]}: ${this.dispVerts.join("\n")}`;
33 |
34 | return retStr;
35 | }
36 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/EdgeLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { Edge } from "../Structs/Edge";
4 | import { BinaryReader, FLOAT_SIZE, UINT_16_SIZE } from "../Utils/BinaryReader";
5 | import { LumpType } from "./LumpType";
6 |
7 | export class EdgeLump extends Lump {
8 | public edges: Edge[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.Edges, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE * 2) {
18 | this.edges.push(new Edge(reader.readUInt16(), reader.readUInt16()));
19 | }
20 |
21 | this.initialized = true;
22 | }
23 |
24 | public toString(): string {
25 | let retStr = super.toString();
26 |
27 | retStr += `\n${LumpType[this.lumpType]}: [${this.edges.join(", ")}]`;
28 |
29 | return retStr;
30 | }
31 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/EntityLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 | import { Face } from "../Structs/Face";
8 |
9 | export class EntityLump extends Lump {
10 | public textBuffer: string = "";
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.Entities, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | let tmpStr = reader.readString(false);
20 |
21 | while (tmpStr != null) {
22 | this.textBuffer += tmpStr;
23 | tmpStr = reader.readString(false);
24 | }
25 |
26 | this.initialized = true;
27 | }
28 |
29 | public toString(): string {
30 | let retStr = super.toString();
31 | retStr += `\nTextBuffer: \n${this.textBuffer}`;
32 |
33 | return retStr;
34 | }
35 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/FaceLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Face } from "../Structs/Face";
6 |
7 | export class FaceLump extends Lump {
8 | public faces: Face[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.Faces, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | // each face is 56 bytes long
18 | for (let i = 0; i < this.header.lumpLength; i += 56) {
19 | this.faces.push(new Face(
20 | reader.readInt16(),
21 | reader.readInt8(),
22 | reader.readInt8(),
23 | reader.readInt32(),
24 | reader.readInt16(),
25 | reader.readInt16(),
26 | reader.readInt16(),
27 | reader.readInt16(),
28 | reader.readBytes(4),
29 | reader.readInt32(),
30 | reader.readFloat(),
31 | [reader.readInt32(), reader.readInt32()],
32 | [reader.readInt32(), reader.readInt32()],
33 | reader.readInt32(),
34 | reader.readUInt16(),
35 | reader.readUInt16(),
36 | reader.readUInt32(),
37 | ));
38 | }
39 |
40 | this.initialized = true;
41 | }
42 |
43 | public toString(): string {
44 | let retStr = super.toString();
45 | retStr += `\n${LumpType[this.lumpType]}: \n${this.faces.join("\n")}`;
46 |
47 | return retStr;
48 | }
49 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/GameLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, INT_32_SIZE, UINT_16_SIZE} from "../Utils/BinaryReader";
5 | import { Face } from "../Structs/Face";
6 | import { GameLumpStruct } from "../Structs/GameLumpStruct";
7 |
8 | export class GameLump extends Lump {
9 | public lumpCount: number = 0;
10 | public lumps: GameLumpStruct[] = [];
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.Game, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | this.lumpCount = reader.readInt32();
20 |
21 | // each face is 56 bytes long
22 | for (let i = 0; i < this.lumpCount; i++) {
23 | this.lumps.push(new GameLumpStruct(
24 | reader.readInt32(),
25 | reader.readUInt16(),
26 | reader.readUInt16(),
27 | reader.readInt32(),
28 | reader.readInt32()
29 | ));
30 | }
31 |
32 | this.initialized = true;
33 | }
34 |
35 | public toString(): string {
36 | let retStr = super.toString();
37 | retStr += `\nLump Count: ${this.lumpCount}
38 | ${LumpType[this.lumpType]}: \n${this.lumps.join("\n")}`;
39 |
40 | return retStr;
41 | }
42 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/GenericLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 |
5 | export class GenericLump extends Lump {
6 | constructor(headerLump: LumpHeader, lumpData: ArrayBuffer) {
7 | super(LumpType.Generic, headerLump, lumpData);
8 | }
9 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafAmbientIndexHDRLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, UINT_16_SIZE} from "../Utils/BinaryReader";
5 | import { LeafAmbientIndex } from "../Structs/LeafAmbientIndex";
6 |
7 | // version 20+. todo limit reading depending on version
8 | // identical to LeafAmbientIndex lump
9 | export class LeafAmbientIndexHdrLump extends Lump {
10 | public leafAmbientIndex: LeafAmbientIndex[] = [];
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.LeafAmbientIndexHdr, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | // each leafAmbientLightIndex is 4 bytes long
20 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE * 2) {
21 | this.leafAmbientIndex.push( new LeafAmbientIndex(
22 | reader.readUInt16(),
23 | reader.readUInt16()
24 | ));
25 | }
26 |
27 | this.initialized = true;
28 | }
29 |
30 | public toString(): string {
31 | let retStr = super.toString();
32 | retStr += `\n${LumpType[this.lumpType]}: \n${this.leafAmbientIndex.join("\n\n")}`;
33 |
34 | return retStr;
35 | }
36 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafAmbientIndexLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, UINT_16_SIZE} from "../Utils/BinaryReader";
5 | import { LeafAmbientIndex } from "../Structs/LeafAmbientIndex";
6 |
7 | // version 20+. todo limit reading depending on version
8 | export class LeafAmbientIndexLump extends Lump {
9 | public leafAmbientIndex: LeafAmbientIndex[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.LeafAmbientIndex, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | // each leafAmbientLightIndex is 4 bytes long
19 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE * 2) {
20 | this.leafAmbientIndex.push( new LeafAmbientIndex(
21 | reader.readUInt16(),
22 | reader.readUInt16()
23 | ));
24 | }
25 |
26 | this.initialized = true;
27 | }
28 |
29 | public toString(): string {
30 | let retStr = super.toString();
31 | retStr += `\n${LumpType[this.lumpType]}: \n${this.leafAmbientIndex.join("\n\n")}`;
32 |
33 | return retStr;
34 | }
35 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafAmbientLightingLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Leaf } from "../Structs/Leaf";
6 | import { ColorRGBExp32 } from "../Structs/ColorRGBExp32";
7 | import { LeafAmbientLighting } from "../Structs/LeafAmbientLighting";
8 | import { CompressedLightCube } from "../Structs/CompressedLightCube";
9 |
10 | // version 20+. todo limit reading depending on version
11 | export class LeafAmbientLightingLump extends Lump {
12 | public leafAmbientLighting: LeafAmbientLighting[] = [];
13 |
14 | constructor(header: LumpHeader, lumpData) {
15 | super(LumpType.LeafAmbientLighting, header, lumpData);
16 | }
17 |
18 | public read() {
19 | const reader = new BinaryReader(this.data);
20 |
21 | // each leafAmbientLight is 28 bytes long
22 | for (let i = 0; i < this.header.lumpLength; i += 28) {
23 | this.leafAmbientLighting.push( new LeafAmbientLighting (
24 | new CompressedLightCube([
25 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
26 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
27 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
28 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
29 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
30 | new ColorRGBExp32(reader.readUInt8(), reader.readUInt8(), reader.readUInt8(), reader.readInt8()),
31 | ]),
32 | reader.readUInt8(),
33 | reader.readUInt8(),
34 | reader.readUInt8(),
35 | reader.readUInt8(),
36 | ));
37 | }
38 |
39 | this.initialized = true;
40 | }
41 |
42 | public toString(): string {
43 | let retStr = super.toString();
44 | retStr += `\n${LumpType[this.lumpType]}: \n${this.leafAmbientLighting.join("\n")}`;
45 |
46 | return retStr;
47 | }
48 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafBrushLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, INT_16_SIZE, UINT_16_SIZE} from "../Utils/BinaryReader";
5 |
6 | export class LeafBrushLump extends Lump {
7 | public leafBrushes: number[] = [];
8 |
9 | constructor(header: LumpHeader, lumpData) {
10 | super(LumpType.LeafBrushes, header, lumpData);
11 | }
12 |
13 | public read() {
14 | const reader = new BinaryReader(this.data);
15 |
16 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE) {
17 | this.leafBrushes.push(reader.readUInt16());
18 | }
19 |
20 | this.initialized = true;
21 | }
22 |
23 | public toString(): string {
24 | let retStr = super.toString();
25 | retStr += `\n${LumpType[this.lumpType]}: [${this.leafBrushes.join(", ")}]`;
26 |
27 | return retStr;
28 | }
29 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafFaceLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, UINT_16_SIZE} from "../Utils/BinaryReader";
5 |
6 | export class LeafFaceLump extends Lump {
7 | public leafFaces: number[] = [];
8 |
9 | constructor(header: LumpHeader, lumpData) {
10 | super(LumpType.LeafFaces, header, lumpData);
11 | }
12 |
13 | public read() {
14 | const reader = new BinaryReader(this.data);
15 |
16 | for (let i = 0; i < this.header.lumpLength; i += UINT_16_SIZE) {
17 | this.leafFaces.push(reader.readUInt16());
18 | }
19 |
20 | this.initialized = true;
21 | }
22 |
23 | public toString(): string {
24 | let retStr = super.toString();
25 | retStr += `\n${LumpType[this.lumpType]}: [${this.leafFaces.join(", ")}]`;
26 |
27 | return retStr;
28 | }
29 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LeafLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Leaf } from "../Structs/Leaf";
6 |
7 | export class LeafLump extends Lump {
8 | public leaves: Leaf[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.Leafs, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | // each leaf is 56 bytes long
18 | // version 20 leaf is 32 bytes long
19 | // TODO: per version lump parsing
20 | for (let i = 0; i < this.header.lumpLength; i += 32) {
21 | const contents = reader.readInt32();
22 | const cluster = reader.readInt16();
23 |
24 | // todo ivestigate if this is the right way
25 | const bitfield = reader.readInt16();
26 | const area = bitfield & 0xFF80 >> 7;
27 | const flags = bitfield & 0x007F;
28 |
29 | const mins: [number, number, number] = [reader.readInt16(), reader.readInt16(), reader.readInt16()];
30 | const maxs: [number, number, number] = [reader.readInt16(), reader.readInt16(), reader.readInt16()];
31 |
32 | const firstLeafFace = reader.readUInt16();
33 | const numLeafFaces = reader.readUInt16();
34 |
35 | const firstLeafBrush = reader.readUInt16();
36 | const numLeafBrushes = reader.readUInt16();
37 |
38 | const leafWaterDataID = reader.readInt16();
39 |
40 | // padding? TODO: investigate why there are 2 missing bytes
41 | reader.readInt16();
42 |
43 | this.leaves.push(new Leaf(
44 | contents,
45 | cluster,
46 | area,
47 | flags,
48 | mins,
49 | maxs,
50 | firstLeafFace,
51 | numLeafFaces,
52 | firstLeafBrush,
53 | numLeafBrushes,
54 | leafWaterDataID,
55 | ));
56 | }
57 |
58 | this.initialized = true;
59 | }
60 |
61 | public toString(): string {
62 | let retStr = super.toString();
63 | retStr += `\n${LumpType[this.lumpType]}: \n${this.leaves.join("\n")}`;
64 |
65 | return retStr;
66 | }
67 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LightingLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Leaf } from "../Structs/Leaf";
6 | import { ColorRGBExp32 } from "../Structs/ColorRGBExp32";
7 |
8 | export class LightingLump extends Lump {
9 | public lightmapSamples: ColorRGBExp32[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.Lighting, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | // each lightmap sample is 4 bytes long
19 | for (let i = 0; i < this.header.lumpLength; i += 4) {
20 | this.lightmapSamples.push(new ColorRGBExp32(
21 | reader.readUInt8(),
22 | reader.readUInt8(),
23 | reader.readUInt8(),
24 | reader.readInt8()
25 | ));
26 | }
27 |
28 | this.initialized = true;
29 | }
30 |
31 | public toString(): string {
32 | let retStr = super.toString();
33 | retStr += `\n${LumpType[this.lumpType]}: \n${this.lightmapSamples.join("\n")}`;
34 |
35 | return retStr;
36 | }
37 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/Lump.ts:
--------------------------------------------------------------------------------
1 | import { LumpHeader } from "./LumpHeader";
2 | import { LumpType } from "./LumpType";
3 | import { BinaryReader, INT_32_SIZE } from "../Utils/BinaryReader";
4 |
5 | // little-endian "LZMA"
6 | const LZMA_ID = 1095588428;
7 |
8 | export abstract class Lump {
9 | public lumpType: LumpType;
10 | public header: LumpHeader;
11 | public data: ArrayBuffer;
12 | public initialized = false;
13 |
14 | public lumpDependencies: LumpType[] = [];
15 |
16 | constructor(lType: LumpType, headerLump: LumpHeader, fileData: ArrayBuffer) {
17 | this.lumpType = lType;
18 | this.header = headerLump;
19 | this.data = fileData.slice(this.header.fileOffset, this.header.fileOffset + this.header.lumpLength);
20 |
21 | let potentiallyCompressed = false;
22 | // tslint:disable-next-line:prefer-for-of
23 | for (let i = 0; i < this.header.fourCC.length; i++) {
24 | const num = this.header.fourCC[i];
25 | if (num !== 0) {
26 | potentiallyCompressed = true;
27 | break;
28 | }
29 | }
30 |
31 | if (potentiallyCompressed) {
32 | this.decompressLump();
33 | }
34 | }
35 |
36 | public read() {
37 |
38 | }
39 |
40 | private decompressLump() {
41 | const reader = new BinaryReader(this.data);
42 |
43 | const ident = reader.readInt32();
44 |
45 | // all lzma compressed lumps start with LZMA
46 | if (ident !== LZMA_ID) {
47 | return;
48 | }
49 |
50 | const actualSize = reader.readInt32();
51 | const lzmaSize = reader.readInt32();
52 | const properties: number[] = [];
53 | for (let i = 0; i < 5; i++) {
54 | properties.push(reader.readUInt8());
55 | }
56 |
57 | throw Error("Decompressing lumps is not implemented.");
58 | }
59 |
60 | public toString(): string {
61 | return `${LumpType[this.lumpType]}
62 | ${this.header}
63 | Lump:
64 | Data: ${this.data}
65 | Initialized: ${this.initialized}`;
66 | }
67 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LumpHeader.ts:
--------------------------------------------------------------------------------
1 | import { LumpType } from "./LumpType";
2 | import { BinaryReader, SeekOrigin } from "../Utils/BinaryReader";
3 |
4 |
5 |
6 | export class LumpHeader {
7 | public fileOffset: number; // offset into file (bytes)
8 | public lumpLength!: number; // length of lump (bytes)
9 | public version!: number; // lump format version
10 | public fourCC!: Uint8Array; // lump ident code
11 |
12 | constructor(lType: LumpType, lumpData: Uint8Array) {
13 | // create a new reader at the offset of the lump location
14 | const reader = new BinaryReader(lumpData.buffer, lumpData.byteOffset);
15 | this.fileOffset = reader.readInt32();
16 | this.lumpLength = reader.readInt32();
17 | this.version = reader.readInt32();
18 |
19 | // get 4 byte ident code
20 | this.fourCC = reader.readBytes(4);
21 | }
22 |
23 | public toString() {
24 | return `Offset: ${this.fileOffset}
25 | Length: ${this.lumpLength}
26 | Version: ${this.version}
27 | FourCC: ${this.fourCC}`;
28 | }
29 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/LumpType.ts:
--------------------------------------------------------------------------------
1 | export enum LumpType {
2 | Entities = 0,
3 | Planes = 1,
4 | TexData = 2,
5 | Vertexes = 3,
6 | Visibility = 4,
7 | Nodes = 5,
8 | TexInfo = 6,
9 | Faces = 7,
10 | Lighting = 8,
11 | Occlusion = 9,
12 | Leafs = 10,
13 | FaceIds = 11,
14 | Edges = 12,
15 | SurfEdges = 13,
16 | Models = 14,
17 | WorldLights = 15,
18 | LeafFaces = 16,
19 | LeafBrushes = 17,
20 | Brushes = 18,
21 | BrushSides = 19,
22 | Areas = 20,
23 | AreaPortals = 21,
24 |
25 | Portals = 22, // source 2004
26 | Unused0 = 22, // source 2007
27 | PropCollsion = 22, // source 2009
28 |
29 | Clusters = 23, // source 2004
30 | Unused1 = 23, // source 2007
31 | PropHulls = 23, // source 2009
32 |
33 | PortalVerts = 24, // source 2004
34 | Unused2 = 24, // source 2007
35 | PropHullVerts = 24, // source 2009
36 |
37 | ClusterPortals = 25, // source 2004
38 | Unused3 = 25, // source 2007
39 | PropTris = 25, // source 2009
40 |
41 | DispInfo = 26,
42 | OriginalFaces = 27,
43 | PhysDisp = 28,
44 | PhysCollide = 29,
45 | VertNormals = 30,
46 | VertNormalIndices = 31,
47 | DispLightmapAlphas = 32,
48 | DispVerts = 33,
49 | DispLightmapSamplePositions = 34,
50 | Game = 35,
51 | LeafWaterData = 36,
52 | Primitives = 37,
53 | PrimVerts = 38,
54 | PrimIndices = 39,
55 | Pakfile = 40,
56 | ClipPortalVerts = 41,
57 | Cubemaps = 42,
58 | TexDataStringData = 43,
59 | TexDataStringTable = 44,
60 | Overlays = 45,
61 | LeafMinDistToWater = 46,
62 | FaceMacroTextureInfo = 47,
63 | DispTris = 48,
64 |
65 | PhysCollideSurface = 49, // source 2004
66 | PropBlob = 49, // source 2007
67 |
68 | WaterOverlays = 50,
69 |
70 | LightmapPages = 51, // source 2006
71 | LeafAmbientIndexHdr = 51, // source 2007
72 |
73 | LightmapPageInfos = 52, // source 2006
74 | LeafAmbientIndex = 52, // source 2007
75 |
76 | LightingHdr = 53,
77 | WorldLightsHdr = 54,
78 | LeafAmbientLightingHdr = 55,
79 | LeafAmbientLighting = 56,
80 | XZipPackfile = 57,
81 | FacesHdr = 58,
82 | MapFlags = 59,
83 | OverlayFades = 60,
84 | OverlaySystemLevels = 61,
85 | PhysLevel = 62,
86 | DispMultiBlend = 63,
87 |
88 | Generic = -1 // placeholder lump
89 | }
90 |
--------------------------------------------------------------------------------
/src/BSP/Lumps/ModelLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Leaf } from "../Structs/Leaf";
6 | import { Model } from "../Structs/Model";
7 | import { vec3 } from "gl-matrix";
8 |
9 | export class ModelLump extends Lump {
10 | public models: Model[] = [];
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.Models, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | // each model is 48 bytes long
20 | for (let i = 0; i < this.header.lumpLength; i += 48) {
21 | this.models.push(new Model(
22 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
23 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
24 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
25 | reader.readInt32(),
26 | reader.readInt32(),
27 | reader.readInt32()
28 | ));
29 | }
30 |
31 | this.initialized = true;
32 | }
33 |
34 | public toString(): string {
35 | let retStr = super.toString();
36 | retStr += `\n${LumpType[this.lumpType]}: \n${this.models.join("\n")}`;
37 |
38 | return retStr;
39 | }
40 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/NodeLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader} from "../Utils/BinaryReader";
5 | import { Node } from "../Structs/Node";
6 |
7 | export class NodeLump extends Lump {
8 | public nodes: Node[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.Nodes, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | // each node is 32 bytes long
18 | for (let i = 0; i < this.header.lumpLength; i += 32) {
19 | this.nodes.push(new Node(
20 | reader.readInt32(),
21 | [reader.readInt32(), reader.readInt32()],
22 | [reader.readInt16(), reader.readInt16(), reader.readInt16()],
23 | [reader.readInt16(), reader.readInt16(), reader.readInt16()],
24 | reader.readUInt16(),
25 | reader.readUInt16(),
26 | reader.readInt16(),
27 | reader.readInt16()
28 | ));
29 | }
30 |
31 | this.initialized = true;
32 | }
33 |
34 | public toString(): string {
35 | let retStr = super.toString();
36 | retStr += `\n${LumpType[this.lumpType]}: \n${this.nodes.join("\n")}`;
37 |
38 | return retStr;
39 | }
40 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/OriginalFaceLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 | import { Face } from "../Structs/Face";
8 |
9 | export class OriginalFaceLump extends Lump {
10 | // identical to the face lump, so the Face class can be reused
11 | public faces: Face[] = [];
12 |
13 | constructor(header: LumpHeader, lumpData) {
14 | super(LumpType.OriginalFaces, header, lumpData);
15 | }
16 |
17 | public read() {
18 | const reader = new BinaryReader(this.data);
19 |
20 | // each face is 56 bytes long
21 | for (let i = 0; i < this.header.lumpLength; i += 56) {
22 | this.faces.push(new Face(
23 | reader.readInt16(),
24 | reader.readInt8(),
25 | reader.readInt8(),
26 | reader.readInt32(),
27 | reader.readInt16(),
28 | reader.readInt16(),
29 | reader.readInt16(),
30 | reader.readInt16(),
31 | reader.readBytes(4),
32 | reader.readInt32(),
33 | reader.readFloat(),
34 | [reader.readInt32(), reader.readInt32()],
35 | [reader.readInt32(), reader.readInt32()],
36 | reader.readInt32(),
37 | reader.readUInt16(),
38 | reader.readUInt16(),
39 | reader.readUInt32(),
40 | ));
41 | }
42 |
43 | this.initialized = true;
44 | }
45 |
46 | public toString(): string {
47 | let retStr = super.toString();
48 | retStr += `\n${LumpType[this.lumpType]}: \n${this.faces.join("\n")}`;
49 |
50 | return retStr;
51 | }
52 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/PlaneLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 |
8 | export class PlaneLump extends Lump {
9 | public planes: Plane[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.Planes, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | // each plane is 20 bytes long
19 | for (let i = 0; i < this.header.lumpLength; i += FLOAT_SIZE * 4 + INT_32_SIZE) {
20 | this.planes.push(
21 | new Plane(
22 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
23 | reader.readFloat(),
24 | reader.readInt32()
25 | ));
26 | }
27 |
28 | this.initialized = true;
29 | }
30 |
31 | public toString(): string {
32 | let retStr = super.toString();
33 | retStr += `\n${LumpType[this.lumpType]}: \n${this.planes.join("\n")}`;
34 |
35 | return retStr;
36 | }
37 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/SurfEdgeLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { Plane } from "../Structs/Plane";
3 | import { LumpHeader } from "./LumpHeader";
4 | import { LumpType } from "./LumpType";
5 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE } from "../Utils/BinaryReader";
6 | import { vec3 } from "gl-matrix";
7 |
8 | export class SurfEdgeLump extends Lump {
9 | public surfEdges: number[] = [];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.SurfEdges, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 |
18 | // each surfedge is 4 bytes long
19 | for (let i = 0; i < this.header.lumpLength; i += INT_32_SIZE) {
20 | this.surfEdges.push(reader.readInt32());
21 | }
22 |
23 | this.initialized = true;
24 | }
25 |
26 | public toString(): string {
27 | let retStr = super.toString();
28 | retStr += `\n${LumpType[this.lumpType]}: [${this.surfEdges.join(", ")}]`;
29 |
30 | return retStr;
31 | }
32 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/TexDataLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, FLOAT_SIZE, INT_32_SIZE} from "../Utils/BinaryReader";
5 | import { TexInfo } from "../Structs/TexInfo";
6 | import { TexData } from "../Structs/TexData";
7 | import { vec3 } from "gl-matrix";
8 |
9 | export class TexDataLump extends Lump {
10 | public texDatas: TexData[] = [];
11 |
12 | constructor(header: LumpHeader, lumpData) {
13 | super(LumpType.TexData, header, lumpData);
14 | }
15 |
16 | public read() {
17 | const reader = new BinaryReader(this.data);
18 |
19 | // each texData is 32 bytes long
20 | for (let i = 0; i < this.header.lumpLength; i += FLOAT_SIZE * 3 + INT_32_SIZE * 5) {
21 | this.texDatas.push(new TexData(
22 | vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()),
23 | reader.readInt32(),
24 | reader.readInt32(),
25 | reader.readInt32(),
26 | reader.readInt32(),
27 | reader.readInt32()
28 | ));
29 | }
30 |
31 | this.initialized = true;
32 | }
33 |
34 | public toString(): string {
35 | let retStr = super.toString();
36 | retStr += `\n${LumpType[this.lumpType]}: ${this.texDatas.join("\n")}`;
37 |
38 | return retStr;
39 | }
40 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/TexDataStringDataLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, INT_16_SIZE, INT_32_SIZE, CHAR_SIZE} from "../Utils/BinaryReader";
5 | import { TexInfo } from "../Structs/TexInfo";
6 |
7 | export class TexDataStringDataLump extends Lump {
8 | public stringData: string[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.TexDataStringData, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 | let tmpStr = reader.readString(false);
17 |
18 | while (tmpStr != null) {
19 | this.stringData.push(tmpStr);
20 | tmpStr = reader.readString(false);
21 | }
22 |
23 | this.initialized = true;
24 | }
25 |
26 | public toString(): string {
27 | let retStr = super.toString();
28 | retStr += `\n${LumpType[this.lumpType]}: [${this.stringData.join(", ")}]`;
29 |
30 | return retStr;
31 | }
32 |
33 | public readStringAtOffset(offset: number){
34 | const reader = new BinaryReader(this.data, offset);
35 | return reader.readString();
36 | }
37 |
38 | private readStrings(reader: BinaryReader) {
39 | let retStr = "";
40 | let nextChar = reader.readChar();
41 | while (nextChar !== "\0" && reader.position + CHAR_SIZE <= reader.length) {
42 | retStr += nextChar;
43 | nextChar = reader.readChar();
44 | }
45 | }
46 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/TexDataStringTableLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, INT_16_SIZE, INT_32_SIZE} from "../Utils/BinaryReader";
5 | import { TexInfo } from "../Structs/TexInfo";
6 |
7 | export class TexDataStringTableLump extends Lump {
8 | public texDataTable: number[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.TexDataStringTable, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | for (let i = 0; i < this.header.lumpLength; i += INT_32_SIZE) {
18 | this.texDataTable.push(reader.readInt32());
19 | }
20 |
21 | this.initialized = true;
22 | }
23 |
24 | public toString(): string {
25 | let retStr = super.toString();
26 | retStr += `\n${LumpType[this.lumpType]}: [${this.texDataTable.join(", ")}]`;
27 |
28 | return retStr;
29 | }
30 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/TexInfoLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { LumpType } from "./LumpType";
4 | import { BinaryReader, INT_16_SIZE} from "../Utils/BinaryReader";
5 | import { TexInfo } from "../Structs/TexInfo";
6 |
7 | export class TexInfoLump extends Lump {
8 | public texInfos: TexInfo[] = [];
9 |
10 | constructor(header: LumpHeader, lumpData) {
11 | super(LumpType.TexInfo, header, lumpData);
12 | }
13 |
14 | public read() {
15 | const reader = new BinaryReader(this.data);
16 |
17 | // each texInfo is 72 bytes long
18 | for (let i = 0; i < this.header.lumpLength; i += 72) {
19 | this.texInfos.push(new TexInfo(
20 | [[reader.readFloat(), reader.readFloat(), reader.readFloat(), reader.readFloat()],
21 | [reader.readFloat(), reader.readFloat(), reader.readFloat(), reader.readFloat()]],
22 | [[reader.readFloat(), reader.readFloat(), reader.readFloat(), reader.readFloat()],
23 | [reader.readFloat(), reader.readFloat(), reader.readFloat(), reader.readFloat()]],
24 | reader.readInt32(),
25 | reader.readInt32()
26 | ));
27 | }
28 |
29 | this.initialized = true;
30 | }
31 |
32 | public toString(): string {
33 | let retStr = super.toString();
34 | retStr += `\n${LumpType[this.lumpType]}: ${this.texInfos.join("\n")}`;
35 |
36 | return retStr;
37 | }
38 | }
--------------------------------------------------------------------------------
/src/BSP/Lumps/VertexLump.ts:
--------------------------------------------------------------------------------
1 | import { Lump } from "./Lump";
2 | import { LumpHeader } from "./LumpHeader";
3 | import { Edge } from "../Structs/Edge";
4 | import { BinaryReader, FLOAT_SIZE } from "../Utils/BinaryReader";
5 | import { LumpType } from "./LumpType";
6 | import { vec3 } from "gl-matrix";
7 |
8 | export class VertexLump extends Lump {
9 | public vertexes!: vec3[];
10 |
11 | constructor(header: LumpHeader, lumpData) {
12 | super(LumpType.Vertexes, header, lumpData);
13 | }
14 |
15 | public read() {
16 | const reader = new BinaryReader(this.data);
17 | this.vertexes = [];
18 |
19 | // each vertex is 3 floats, 12 bytes total
20 | for (let i = 0; i < this.header.lumpLength; i += FLOAT_SIZE * 3) {
21 | this.vertexes.push(vec3.fromValues(reader.readFloat(), reader.readFloat(), reader.readFloat()));
22 | }
23 |
24 | this.initialized = true;
25 | }
26 |
27 | public toString(): string {
28 | let retStr = super.toString();
29 |
30 | retStr += `\n${LumpType[this.lumpType]}: [(${this.vertexes.join("), (")}]`;
31 |
32 | return retStr;
33 | }
34 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Brush.ts:
--------------------------------------------------------------------------------
1 | import { BrushContent } from "./Enums";
2 |
3 | export class Brush {
4 | public firstSide: number;
5 | public numSides: number;
6 | public contents: BrushContent;
7 |
8 | constructor(firstSide: number, numSides: number, contents: BrushContent) {
9 | this.firstSide = firstSide;
10 | this.numSides = numSides;
11 | this.contents = contents;
12 | }
13 |
14 | public toString() {
15 | return `FirstSide: ${this.firstSide}
16 | NumSides: ${this.numSides}
17 | Contents: ${BrushContent[this.contents]}`; // todo investigate brush contents showing up as undefined
18 | }
19 | }
20 |
21 |
--------------------------------------------------------------------------------
/src/BSP/Structs/BrushSide.ts:
--------------------------------------------------------------------------------
1 | export class BrushSide {
2 | public planeNum: number;
3 | public texInfo: number;
4 | public dispInfo: number;
5 | public bevel: number;
6 |
7 | constructor(planeNum: number, texInfo: number, dispInfo: number, bevel: number) {
8 | this.planeNum = planeNum;
9 | this.texInfo = texInfo;
10 | this.dispInfo = dispInfo;
11 | this.bevel = bevel;
12 | }
13 |
14 | public toString() {
15 | return `PlaneNum: ${this.planeNum}
16 | texInfo: ${this.texInfo}
17 | dispInfo: ${this.dispInfo}
18 | bevel: ${this.bevel}`;
19 | }
20 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/ColorRGBExp32.ts:
--------------------------------------------------------------------------------
1 | export class ColorRGBExp32 {
2 | public r: number;
3 | public g: number;
4 | public b: number;
5 | public e: number;
6 |
7 | public constructor(r: number, g: number, b: number, e: number) {
8 | this.r = r;
9 | this.g = g;
10 | this.b = b;
11 | this.e = e;
12 | }
13 |
14 | public toString() {
15 | return `RGBE: [${this.r}, ${this.g}, ${this.b}] ${this.e}`;
16 | }
17 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/CompressedLightCube.ts:
--------------------------------------------------------------------------------
1 | import { ColorRGBExp32 } from "./ColorRGBExp32";
2 |
3 | export class CompressedLightCube {
4 | public color: [ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32];
5 |
6 | constructor(color: [ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32, ColorRGBExp32]) {
7 | this.color = color;
8 | }
9 |
10 | public toString() {
11 | return `Color:
12 | ${this.color.join("\n ")}`;
13 | }
14 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Cubemap.ts:
--------------------------------------------------------------------------------
1 | export class Cubemap {
2 | public origin: [number, number, number];
3 | public size: number;
4 |
5 | constructor(origin: [number, number, number], size: number) {
6 | this.origin = origin;
7 | this.size = size;
8 | }
9 |
10 | public toString() {
11 | return `Origin: [${this.origin}]
12 | Size: ${this.size}`;
13 | }
14 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/DispCornerNeighbor.ts:
--------------------------------------------------------------------------------
1 | import { DispSubNeighbor } from "./DispSubNeighbor";
2 | import { DispNeighbor } from "./DispNeighbor";
3 |
4 | const MAX_DISP_CORNER_NEIGHBORS = 4;
5 |
6 | export class DispCornerNeighbors {
7 | public neighbors: [number, number, number, number]; // indices of neighbors
8 | public nNeighbors: number;
9 |
10 | constructor(neighbors: [number, number, number, number], nNeighbors: number) {
11 | this.neighbors = neighbors;
12 | this.nNeighbors = nNeighbors;
13 | }
14 |
15 | public toString() {
16 | return `neighbors: [${this.neighbors[0]},
17 | ${this.neighbors[1]},
18 | ${this.neighbors[2]},
19 | ${this.neighbors[3]}]
20 | numNeighbors: ${this.nNeighbors}
21 | `;
22 | }
23 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/DispInfo.ts:
--------------------------------------------------------------------------------
1 | import { vec3 } from "gl-matrix";
2 | import { DispNeighbor } from "./DispNeighbor";
3 | import { DispSubNeighbor } from "./DispSubNeighbor";
4 | import { DispCornerNeighbors } from "./DispCornerNeighbor";
5 |
6 | export class DispInfo {
7 | public startPosition: vec3;
8 | public dispVertStart: number; // index into LUMP_DISP_VERTS
9 | public dispTriStart: number; // index into LUMP_DISP_TRIS
10 | public power: number;
11 | public minTess: number; // minimum tesselation allowed
12 | public smoothingAngle: number;
13 | public contents: number;
14 | public mapFace: number;
15 | public lightmapAlphaStart: number;
16 | public lightmapSamplePositionStart: number;
17 | public edgeNeighbors: DispNeighbor[];
18 | public cornerNeighbors: DispCornerNeighbors[];
19 | public allowedVerts: number[];
20 |
21 | constructor(startPosition: vec3, dispVertStart: number, dispTriStart: number, power: number, minTess: number,
22 | smoothingAngle: number, contents: number, mapFace: number, lightmapAlphaStart: number,
23 | lightmapSamplePositionStart: number, edgeNeighbors: DispNeighbor[], cornerNeighbors: DispCornerNeighbors[],
24 | allowedVerts: number[]) {
25 | this.startPosition = startPosition;
26 | this.dispVertStart = dispVertStart;
27 | this.dispTriStart = dispTriStart;
28 | this.power = power;
29 | this.minTess = minTess;
30 | this.smoothingAngle = smoothingAngle;
31 | this.contents = contents;
32 | this.mapFace = mapFace;
33 | this.lightmapAlphaStart = lightmapAlphaStart;
34 | this.lightmapSamplePositionStart = lightmapSamplePositionStart;
35 | this.edgeNeighbors = edgeNeighbors;
36 | this.cornerNeighbors = cornerNeighbors;
37 | this.allowedVerts = allowedVerts;
38 | }
39 |
40 | // tslint:disable-next-line:max-line-length
41 | // from https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L648https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L648
42 | public numVerts(): number {
43 | return ((1 << this.power) + 1) * ((1 << this.power) + 1);
44 | }
45 |
46 | public numTris(): number {
47 | return (1 << this.power) * (1 << this.power) * 2;
48 | }
49 |
50 | public numRows(): number {
51 | return 2 ** this.power + 1;
52 | }
53 |
54 | public toString() {
55 | return `StartPos: ${this.startPosition}
56 | DispVertStart: ${this.dispVertStart}
57 | DispTriStart: ${this.dispTriStart}
58 | Power: ${this.power}
59 | Min Tess: ${this.minTess}
60 | Smoothing Angle: ${this.smoothingAngle}
61 | Contents: ${this.contents}
62 | Map Face: ${this.mapFace}
63 | LightmapAlphaStart: ${this.lightmapAlphaStart}
64 | LightmapSamplePositionStart: ${this.lightmapSamplePositionStart}
65 | CornerNeighbors:
66 | ${[this.cornerNeighbors.join("\n ")]}
67 | EdgeNeighbors:
68 | ${[this.edgeNeighbors.join("\n ")]}
69 | AllowedVerts: ${this.allowedVerts}
70 | `;
71 | }
72 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/DispNeighbor.ts:
--------------------------------------------------------------------------------
1 | import { DispSubNeighbor } from "./DispSubNeighbor";
2 |
3 | export class DispNeighbor {
4 | public subNeighbors: DispSubNeighbor[];
5 |
6 | constructor(subNeighbors: DispSubNeighbor[]) {
7 | this.subNeighbors = subNeighbors;
8 | }
9 |
10 | public toString() {
11 | return `[
12 | ${this.subNeighbors[0]},
13 | ${this.subNeighbors[1]}
14 | ]`;
15 | }
16 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/DispSubNeighbor.ts:
--------------------------------------------------------------------------------
1 | import { DispOrientation, DispSpan } from "./Enums";
2 |
3 | export class DispSubNeighbor {
4 | public iNeighbor: number; // index into ddispinfos
5 | public neighborOrientation: DispOrientation;
6 | public span: DispSpan;
7 | public neighborSpan: DispSpan;
8 |
9 | constructor(iNeighbor: number, neighborOrientation: DispOrientation, span: DispSpan, neighborSpan: DispSpan) {
10 | this.iNeighbor = iNeighbor;
11 | this.neighborOrientation = neighborOrientation;
12 | this.span = span;
13 | this.neighborSpan = neighborSpan;
14 | }
15 |
16 | public toString() {
17 | return `iNeighbor: ${this.iNeighbor}
18 | neighborOrientation: ${this.neighborOrientation}
19 | span: ${this.span}
20 | neighborSpan: ${this.neighborSpan}
21 | `;
22 | }
23 |
24 | // public isValid(): boolean {
25 | // return this.iNeighbor !== 0xFFFF;
26 | // }
27 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/DispVert.ts:
--------------------------------------------------------------------------------
1 | import { vec3 } from "gl-matrix";
2 |
3 | export class DispVert {
4 | public vec: vec3;
5 | public dist: number;
6 | public alpha: number;
7 |
8 | constructor(vec: vec3, dist: number, alpha: number) {
9 | this.vec = vec;
10 | this.dist = dist;
11 | this.alpha = alpha;
12 | }
13 |
14 | public toString() {
15 | return `vec: ${this.vec}
16 | dist: ${this.dist}
17 | alpha: ${this.alpha}
18 | `;
19 | }
20 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Edge.ts:
--------------------------------------------------------------------------------
1 | export class Edge {
2 | public vertexIndices: number[];
3 |
4 | constructor(vertex1: number, vertex2: number) {
5 | this.vertexIndices = [vertex1, vertex2];
6 | }
7 |
8 | // return flipped edge
9 | public reverse() {
10 | return new Edge(this.vertexIndices[1], this.vertexIndices[0]);
11 | }
12 |
13 | public getVertIndices(reverse = false) {
14 | if (reverse) {
15 | const reversedEdge = this.reverse();
16 | return this.reverse().vertexIndices;
17 | }
18 |
19 | return this.vertexIndices;
20 | }
21 |
22 | public toString() {
23 | return `[${this.vertexIndices[0]}, ${this.vertexIndices[1]}]`;
24 | }
25 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Enums.ts:
--------------------------------------------------------------------------------
1 | export enum BrushContent {
2 | EMPTY = 0,
3 | SOLID = 0x1,
4 | WINDOW = 0x2,
5 | AUX = 0x4,
6 | GRATE = 0x8,
7 | SLIME = 0x10,
8 | WATER = 0x20,
9 | MIST = 0x40,
10 | OPAQUE = 0x80,
11 | TEST_FOG_VOLUME = 0x100,
12 | UNUSED = 0x200,
13 | UNUSED6 = 0x400,
14 | TEAM1 = 0x800,
15 | TEAM2 = 0x1000,
16 | IGNORE_DRAW_OPAQUE = 0x2000,
17 | MOVEABLE = 0x4000,
18 | AREAPORTAL = 0x8000,
19 | PLAYERCLIP = 0x10000,
20 | MONSTERCLIP = 0x20000,
21 | CURRENT_0 = 0x40000,
22 | CURRENT_90 = 0x80000,
23 | CURRENT_180 = 0x100000,
24 | CURRENT_270 = 0x200000,
25 | CURRENT_UP = 0x400000,
26 | CURRENT_DOWN = 0x800000,
27 | ORIGIN = 0x1000000,
28 | MONSTER = 0x2000000,
29 | DEBRIS = 0x4000000,
30 | DETAIL = 0x8000000,
31 | TRANSLUCENT = 0x10000000,
32 | LADDER = 0x20000000,
33 | HITBOX = 0x40000000,
34 | }
35 |
36 | export enum SurfFlags {
37 | LIGHT = 0x1,
38 | SKY2D = 0x2,
39 | SKY = 0x4,
40 | WARP = 0x8,
41 | TRANS = 0x10,
42 | NO_PORTAL = 0x20,
43 | TRIGGER = 0x40,
44 | NODRAW = 0x80,
45 | HINT = 0x100,
46 | SKIP = 0x200,
47 | NO_LIGHT = 0x400,
48 | BUMP_LIGHT = 0x800,
49 | NO_SHADOWS = 0x1000,
50 | NO_DECALS = 0x2000,
51 | NO_CHOP = 0x4000,
52 | HITBOX = 0x8000,
53 | }
54 |
55 | // ---------------------------------------------------------
56 | // displacement enums
57 | // ---------------------------------------------------------
58 |
59 | // tslint:disable-next-line:max-line-length
60 | // https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L157
61 | export enum DispChildNode {
62 | CHILDNODE_UPPER_RIGHT = 0,
63 | CHILDNODE_UPPER_LEFT = 1,
64 | CHILDNODE_LOWER_LEFT = 2,
65 | CHILDNODE_LOWER_RIGHT = 3,
66 | }
67 |
68 | export enum DispCorner {
69 | CORNER_LOWER_LEFT = 0,
70 | CORNER_UPPER_LEFT = 1,
71 | CORNER_UPPER_RIGHT = 3,
72 | CORNER_LOWER_RIGHT = 2,
73 | }
74 |
75 | export enum DispNeighborEdge {
76 | NEIGHBOREDGE_LEFT = 0,
77 | NEIGHBOREDGE_TOP = 1,
78 | NEIGHBOREDGE_RIGHT = 2,
79 | NEIGHBOREDGE_BOTTOM = 3,
80 | }
81 |
82 | export enum DispSpan {
83 | CORNER_TO_CORNER = 0,
84 | CORNER_TO_MIDPOINT = 1,
85 | MIDPOINT_TO_CORNER = 2,
86 | }
87 |
88 | export enum DispOrientation {
89 | ORIENTATION_CCW_0 = 0,
90 | ORIENTATION_CCW_90 = 1,
91 | ORIENTATION_CCW_180 = 2,
92 | ORIENTATION_CCW_270 = 3,
93 | }
94 |
95 | export enum DispTags {
96 | DISPTRI_TAG_SURFACE = 0x1,
97 | DISPTRI_TAG_WALKABLE = 0x2,
98 | DISPTRI_TAG_BUILDABLE = 0x4,
99 | DISPTRI_FLAG_SURFPROP1 = 0x8,
100 | DISPTRI_FLAG_SURFPROP2 = 0x10,
101 | }
102 |
103 | // ---------------------------------------------------------
--------------------------------------------------------------------------------
/src/BSP/Structs/Face.ts:
--------------------------------------------------------------------------------
1 | import { EdgeLump } from "../Lumps/EdgeLump";
2 | import { VertexLump } from "../Lumps/VertexLump";
3 |
4 | export class Face {
5 | public planeNum: number;
6 | public side: number;
7 | public onNode: number;
8 | public firstEdge: number;
9 | public numEdges: number;
10 | public texInfo: number;
11 | public dispInfo: number;
12 | public surfaceFogVolumeID: number;
13 | public style: Uint8Array;
14 | public lightOfs: number;
15 | public area: number;
16 | public lightmapTextureMinsInLuxels: [number, number];
17 | public lightmapTextureSizeInLuxels: [number, number];
18 | public origFace: number;
19 | public numPrims: number;
20 | public firstPrimID: number;
21 | public smoothingGroups: number;
22 |
23 | constructor(planeNum: number, side: number, onNode: number, firstEdge: number, numEdges: number,
24 | texInfo: number, dispInfo: number, surfFogVolID: number, style: Uint8Array, lightOfs: number,
25 | area: number, lightTexMin: [number, number], lightTexSize: [number, number], origFace: number, numPrims: number,
26 | firstPrimID: number, smoothingGroups: number) {
27 | this.planeNum = planeNum;
28 | this.side = side;
29 | this.onNode = onNode;
30 | this.firstEdge = firstEdge;
31 | this.numEdges = numEdges;
32 | this.texInfo = texInfo;
33 | this.dispInfo = dispInfo;
34 | this.surfaceFogVolumeID = surfFogVolID;
35 | this.style = style;
36 | this.lightOfs = lightOfs;
37 | this.area = area;
38 | this.lightmapTextureMinsInLuxels = lightTexMin;
39 | this.lightmapTextureSizeInLuxels = lightTexSize;
40 | this.origFace = origFace;
41 | this.numPrims = numPrims;
42 | this.firstPrimID = firstPrimID;
43 | this.smoothingGroups = smoothingGroups;
44 | }
45 |
46 | public toString() {
47 | return `PlaneNum: ${this.planeNum}
48 | Side: ${this.side}
49 | First Edge: ${this.firstEdge}
50 | Num Edges: ${this.numEdges}
51 | Smoothing Group: ${this.smoothingGroups}
52 | `;
53 | }
54 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/GameLumpStruct.ts:
--------------------------------------------------------------------------------
1 | export class GameLumpStruct {
2 | public id: number;
3 | public flags: number;
4 | public version: number;
5 | public fileOffset: number;
6 | public fileLength: number;
7 |
8 | constructor(id: number, flags: number, version: number, fileOffset: number, fileLength: number) {
9 | this.id = id;
10 | this.flags = flags;
11 | this.version = version;
12 | this.fileOffset = fileOffset;
13 | this.fileLength = fileLength;
14 | }
15 |
16 | public toString() {
17 | return `ID: ${this.id}
18 | Flags: ${this.flags}
19 | Version: ${this.version}
20 | FileOffset: ${this.fileOffset}
21 | FileLegnth: ${this.fileLength}
22 | `;
23 | }
24 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Leaf.ts:
--------------------------------------------------------------------------------
1 | import { BrushContent } from "./Enums";
2 |
3 | export class Leaf {
4 | public contents: BrushContent;
5 | public cluster: number;
6 |
7 | // area and flags share a 16 bit bitfield
8 | public area: number; // 9 bits
9 | public flags: number; // 7 bits
10 |
11 | public mins: [number, number, number];
12 | public maxs: [number, number, number];
13 |
14 | public firstLeafFace: number;
15 | public numLeafFaces: number;
16 |
17 | public firstLeafBrush: number;
18 | public numLeafBrushes: number;
19 |
20 | public leafWaterDataID: number;
21 |
22 | // todo. bsp 19 and below only
23 | // public ambientLightingData: CompressedLightCube
24 | // padding: number;
25 |
26 | public constructor(contents: BrushContent, cluster: number, area: number, flags: number,
27 | mins: [number, number, number], maxs: [number, number, number], firstLeafFace: number, numLeafFaces: number,
28 | firstLeafBrush: number, numLeafBrushes: number, leafWaterDataID: number) {
29 |
30 | this.contents = contents;
31 | this.cluster = cluster;
32 | this.area = area;
33 | this.flags = flags;
34 | this.mins = mins;
35 | this.maxs = maxs;
36 | this.firstLeafFace = firstLeafFace;
37 | this.numLeafFaces = numLeafFaces;
38 | this.firstLeafBrush = firstLeafBrush;
39 | this.numLeafBrushes = numLeafBrushes;
40 | this.leafWaterDataID = leafWaterDataID;
41 | }
42 |
43 | public toString() {
44 | return `Contents: ${this.contents}
45 | Cluster: ${this.cluster}
46 | Area: ${this.area}
47 | Flags: ${this.flags}
48 | Mins: ${this.mins}
49 | Maxs: ${this.maxs}
50 | FirstLeafFace: ${this.firstLeafFace}
51 | NumLeafFaces: ${this.numLeafFaces}
52 | FirstLeafBrush: ${this.firstLeafBrush}
53 | NumLeafBrushes: ${this.numLeafBrushes}
54 | LeafWaterDataID: ${this.leafWaterDataID}
55 | `;
56 | }
57 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/LeafAmbientIndex.ts:
--------------------------------------------------------------------------------
1 | export class LeafAmbientIndex {
2 | public ambientSampleCount: number;
3 | public firstAmbientSample: number;
4 |
5 | public constructor(ambientSampleCount: number, firstAmbientSample: number) {
6 | this.ambientSampleCount = ambientSampleCount;
7 | this.firstAmbientSample = firstAmbientSample;
8 | }
9 |
10 | public toString() {
11 | return `AmbientSampleCount: ${this.ambientSampleCount}
12 | FirstAmbientSample: ${this.firstAmbientSample}`;
13 | }
14 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/LeafAmbientLighting.ts:
--------------------------------------------------------------------------------
1 | import { CompressedLightCube } from "./CompressedLightCube";
2 |
3 | export class LeafAmbientLighting {
4 | public cube: CompressedLightCube;
5 | public x: number;
6 | public y: number;
7 | public z: number;
8 | public pad: number;
9 |
10 | constructor(cube: CompressedLightCube, x: number, y: number, z: number, pad: number) {
11 | this.cube = cube;
12 | this.x = x;
13 | this.y = y;
14 | this.z = z;
15 | this.pad = pad;
16 | }
17 |
18 | public toString() {
19 | return `Cube:
20 | ${this.cube}
21 | XYZ: [${this.x}, ${this.y}, ${this.z}]`;
22 | }
23 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Model.ts:
--------------------------------------------------------------------------------
1 | import { vec3 } from "gl-matrix";
2 |
3 | export class Model {
4 | public mins: vec3;
5 | public maxs: vec3;
6 | public origin: vec3;
7 | public headNode: number;
8 | public firstFace: number;
9 | public numFaces: number;
10 |
11 | public constructor(mins: vec3, maxs: vec3, origin: vec3, headNode: number, firstFace: number, numFaces: number) {
12 | this.mins = mins;
13 | this.maxs = maxs;
14 | this.origin = origin;
15 | this.headNode = headNode;
16 | this.firstFace = firstFace;
17 | this.numFaces = numFaces;
18 | }
19 |
20 | public toString() {
21 | return `Mins: ${this.mins}
22 | Maxs: ${this.maxs}
23 | Origin: ${this.origin}
24 | HeadNode: ${this.headNode}
25 | FirstFace: ${this.firstFace}
26 | NumFaces: ${this.numFaces}
27 | `;
28 | }
29 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Node.ts:
--------------------------------------------------------------------------------
1 | export class Node {
2 | public planeNum: number;
3 | public children: [number, number];
4 |
5 | public mins: [number, number, number];
6 | public maxs: [number, number, number];
7 |
8 | public firstFace: number;
9 | public numFaces: number;
10 |
11 | public area: number;
12 |
13 | public padding: number; // padding to make it 32 bytes
14 |
15 | constructor(planeNum: number, children: [number, number], mins: [number, number, number],
16 | maxs: [number, number, number], firstFace: number, numFaces: number, area: number, padding: number) {
17 | this.planeNum = planeNum;
18 | this.children = children;
19 | this.mins = mins;
20 | this.maxs = maxs;
21 | this.firstFace = firstFace;
22 | this.numFaces = numFaces;
23 | this.area = area;
24 | this.padding = padding;
25 | }
26 |
27 | public toString() {
28 | return `Node:
29 | PlaneNum: ${this.planeNum}
30 | Children: ${this.children}
31 | Mins: [${this.mins.join(", ")}]
32 | Maxs: [${this.maxs.join(", ")}]
33 | FirstFace: ${this.firstFace}
34 | NumFaces: ${this.numFaces}
35 | Area: ${this.area}
36 | `;
37 | }
38 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/Plane.ts:
--------------------------------------------------------------------------------
1 | import { vec3 } from "gl-matrix";
2 |
3 | export class Plane {
4 | public normal: vec3; // normal vector
5 | public dist: number; // distance from origin
6 | public type: number; // plane axis identifier
7 |
8 | constructor(norm: vec3, distance: number, planeType: number) {
9 | this.normal = norm;
10 | this.dist = distance;
11 | this.type = planeType;
12 | }
13 |
14 | public toString() {
15 | return `Normal: ${this.normal}
16 | Distance From Origin: ${this.dist}
17 | Type: ${this.type}
18 | `;
19 | }
20 | }
--------------------------------------------------------------------------------
/src/BSP/Structs/TexData.ts:
--------------------------------------------------------------------------------
1 | import { vec3 } from "gl-matrix";
2 |
3 | export class TexData {
4 | public reflectivity: vec3;
5 | public nameDataStringTableID: number;
6 | public width: number;
7 | public height: number;
8 | public viewWidth: number;
9 | public viewHeight: number;
10 |
11 | constructor(reflectivity: vec3, nameDataStringTableID: number, width: number, height: number,
12 | viewWidth: number, viewHeight: number) {
13 | this.reflectivity = reflectivity;
14 | this.nameDataStringTableID = nameDataStringTableID;
15 | this.width = width;
16 | this.height = height;
17 | this.viewWidth = viewWidth;
18 | this.viewHeight = viewHeight;
19 | }
20 |
21 | public toString() {
22 | return `Reflectivity: [${this.reflectivity}]
23 | NameDataStringTableID: ${this.nameDataStringTableID}
24 | Width: ${this.width}
25 | Height: ${this.height}
26 | ViewWidth: ${this.viewWidth}
27 | ViewHeight: ${this.viewHeight}`;
28 | }
29 | }
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/src/BSP/Structs/TexInfo.ts:
--------------------------------------------------------------------------------
1 | import { SurfFlags } from "./Enums";
2 |
3 | export class TexInfo {
4 | public textureVecs: number[][];
5 | public lightmapVecs: number[][];
6 | public flags: SurfFlags;
7 | public texData: number;
8 |
9 | constructor(texVecs: number[][], lightVecs: number[][], flags: number, texData: number) {
10 | this.textureVecs = texVecs;
11 | this.lightmapVecs = lightVecs;
12 | this.flags = flags;
13 | this.texData = texData;
14 | }
15 |
16 | public toString() {
17 | return `Texture Vecs: [${this.textureVecs.join("], [")}]
18 | Lightmap Vecs: [${this.lightmapVecs.join("], [")}]
19 | Flags: ${this.flags}
20 | TexData: ${this.texData}`;
21 | }
22 | }
23 |
24 |
--------------------------------------------------------------------------------
/src/BSP/Utils/BinaryReader.ts:
--------------------------------------------------------------------------------
1 | // A C# style Binary Reader
2 |
3 | export const INT_8_SIZE = 1;
4 | export const INT_16_SIZE = 2;
5 | export const INT_32_SIZE = 4;
6 |
7 | export const UINT_8_SIZE = 1;
8 | export const UINT_16_SIZE = 2;
9 | export const UINT_32_SIZE = 4;
10 |
11 | export const FLOAT_SIZE = 4; // float32
12 | export const DOUBLE_SIZE = 8; // float64
13 |
14 | export const BOOL_SIZE = 1;
15 |
16 | export const CHAR_SIZE = 1;
17 |
18 | export class BinaryReader {
19 | public position: number;
20 | public length: number;
21 | public isLittleEndian: boolean;
22 | private dataView: DataView;
23 |
24 | constructor(data: ArrayBuffer, offset = 0, endianness = Endianness.LittleEndian) {
25 | this.dataView = new DataView(data);
26 | if (endianness === Endianness.LittleEndian) {
27 | this.isLittleEndian = true;
28 | } else {
29 | this.isLittleEndian = false;
30 | }
31 |
32 | // start position at 0 by default
33 | this.position = offset;
34 | this.length = data.byteLength;
35 | }
36 |
37 | public readInt8(): number {
38 | if (this.position + INT_8_SIZE > this.length) {
39 | throw new Error("RangeError");
40 | }
41 | const retVal = this.dataView.getInt8(this.position);
42 |
43 | // move position forward
44 | this.position += INT_8_SIZE;
45 | return retVal;
46 | }
47 |
48 | public readInt16(): number {
49 | if (this.position + INT_16_SIZE > this.length) {
50 | throw new Error("RangeError");
51 | }
52 | const retVal = this.dataView.getInt16(this.position, this.isLittleEndian);
53 |
54 | // move position forward
55 | this.position += INT_16_SIZE;
56 | return retVal;
57 | }
58 |
59 | public readInt32(): number {
60 | if (this.position + INT_32_SIZE > this.length) {
61 | throw new Error("RangeError");
62 | }
63 | const retVal = this.dataView.getInt32(this.position, this.isLittleEndian);
64 |
65 | // move position forward
66 | this.position += INT_32_SIZE;
67 | return retVal;
68 | }
69 |
70 | public readUInt8(): number {
71 | if (this.position + UINT_8_SIZE > this.length) {
72 | throw new Error("RangeError");
73 | }
74 | const retVal = this.dataView.getUint8(this.position);
75 |
76 | // move position forward
77 | this.position += UINT_8_SIZE;
78 | return retVal;
79 | }
80 |
81 | public readUInt16(): number {
82 | if (this.position + UINT_16_SIZE > this.length) {
83 | throw new Error("RangeError");
84 | }
85 | const retVal = this.dataView.getUint16(this.position, this.isLittleEndian);
86 |
87 | // move position forward
88 | this.position += UINT_16_SIZE;
89 | return retVal;
90 | }
91 |
92 | public readUInt32(): number {
93 | if (this.position + UINT_32_SIZE > this.length) {
94 | throw new Error("RangeError");
95 | }
96 | const retVal = this.dataView.getUint16(this.position, this.isLittleEndian);
97 |
98 | // move position forward
99 | this.position += UINT_32_SIZE;
100 | return retVal;
101 | }
102 |
103 | public readFloat(): number {
104 | if (this.position + FLOAT_SIZE > this.length) {
105 | throw new Error("RangeError");
106 | }
107 | const retVal = this.dataView.getFloat32(this.position, this.isLittleEndian);
108 |
109 | // move position forward
110 | this.position += FLOAT_SIZE;
111 | return retVal;
112 | }
113 |
114 | public readDouble(): number {
115 | if (this.position + DOUBLE_SIZE > this.length) {
116 | throw new Error("RangeError");
117 | }
118 | // float 64 is a double
119 | const retVal = this.dataView.getFloat64(this.position, this.isLittleEndian);
120 |
121 | // move position forward
122 | this.position += DOUBLE_SIZE;
123 | return retVal;
124 | }
125 |
126 | public readBoolean(): boolean {
127 | if (this.position + BOOL_SIZE > this.length) {
128 | throw new Error("RangeError");
129 | }
130 | // get bool as int
131 | const boolValInt = this.dataView.getInt8(this.position);
132 |
133 | // 0 = true, so if its not 0 it must be false
134 | const retVal = (boolValInt === 0);
135 |
136 | // move position forward
137 | this.position += BOOL_SIZE;
138 | return retVal;
139 | }
140 |
141 | public readBytes(numBytes: number): Uint8Array {
142 | if (this.position + numBytes > this.length) {
143 | throw new Error("RangeError");
144 | }
145 | const retVal = new Uint8Array(this.dataView.buffer, this.position, numBytes);
146 |
147 | // move position forward
148 | this.position += numBytes;
149 | return retVal;
150 | }
151 |
152 | public readChar(): string {
153 | if (this.position + CHAR_SIZE > this.length) {
154 | throw new Error("RangeError");
155 | }
156 | const retVal = String.fromCharCode(this.dataView.getInt8(this.position));
157 |
158 | // move position forward
159 | this.position += CHAR_SIZE;
160 | return retVal;
161 | }
162 |
163 | // reads char, but doesn't move position forward
164 | public peekChar(): string {
165 | if (this.position + CHAR_SIZE > this.length) {
166 | throw new Error("RangeError");
167 | }
168 | const retVal = String.fromCharCode(this.dataView.getInt8(this.position));
169 |
170 | return retVal;
171 | }
172 |
173 | // reads null terminated string
174 | public readString(err = true): string | null {
175 | if (this.position + CHAR_SIZE > this.length) {
176 | // optional arg to either raise error or return null
177 | if (err) {
178 | throw new Error("RangeError");
179 | } else {
180 | return null;
181 | }
182 | }
183 |
184 | let retStr = "";
185 | let nextChar = this.readChar();
186 | while (nextChar !== "\0" && this.position + CHAR_SIZE <= this.length) {
187 | retStr += nextChar;
188 | nextChar = this.readChar();
189 | }
190 |
191 | return retStr;
192 | }
193 |
194 | public seek(numBytes: number, origin: SeekOrigin) {
195 | switch (origin) {
196 | case SeekOrigin.Beginning:
197 | if (numBytes > this.length) {
198 | throw new Error("RangeError");
199 | }
200 |
201 | this.position = numBytes;
202 | break;
203 |
204 | case SeekOrigin.Current:
205 | if (this.position + numBytes > this.length) {
206 | throw new Error("RangeError");
207 | }
208 |
209 | this.position += numBytes;
210 | break;
211 |
212 | case SeekOrigin.End:
213 | if (this.length + numBytes > this.length) {
214 | throw new Error("RangeError");
215 | }
216 | this.position = this.length + numBytes;
217 | break;
218 | }
219 | }
220 | }
221 |
222 | export enum SeekOrigin {
223 | Current,
224 | Beginning,
225 | End,
226 | }
227 |
228 | export enum Endianness {
229 | LittleEndian,
230 | BigEndian,
231 | }
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/src/KeyboardListener.ts:
--------------------------------------------------------------------------------
1 | import { ICamera, MoveDirection } from "./Rendering/Camera/ICamera";
2 | import { EngineCore } from "./Rendering/EngineCore";
3 | import { IEngineComponent } from "./Rendering/IEngineComponent";
4 | import { Message, MessageType, MessagePriority } from "./Rendering/Messaging/Message";
5 | import { MessageQueue } from "./Rendering/Messaging/MessageQueue";
6 | import { Key, KeyPress, KeyModifier, KeyState } from "./Utils/KeyPress";
7 |
8 | export class KeyboardListener implements IEngineComponent {
9 | public componentName = "KeyboardListener";
10 | public listen = true;
11 | public zToggle = false;
12 |
13 | private wPressed = false;
14 | private aPressed = false;
15 | private sPressed = false;
16 | private dPressed = false;
17 |
18 | constructor(coreEngine: EngineCore) {
19 | window.addEventListener("keydown", (event) => {
20 | // use fallthrough cases to handle when shift is held
21 | switch (event.key) {
22 | case "W":
23 | case "w":
24 | this.wPressed = true;
25 | break;
26 | case "A":
27 | case "a":
28 | this.aPressed = true;
29 | break;
30 | case "S":
31 | case "s":
32 | this.sPressed = true;
33 | break;
34 | case "D":
35 | case "d":
36 | this.dPressed = true;
37 | break;
38 | case "Z":
39 | case "z":
40 | // toggle
41 | this.zToggle = !this.zToggle;
42 |
43 | // has to be high priority, otherwise pointer lock fails
44 | coreEngine.messageQueue.add(
45 | new Message(coreEngine, this, MessageType.Keypress, new KeyPress(Key.Z), MessagePriority.High)
46 | );
47 |
48 | // request toggle frame rendering
49 | coreEngine.messageQueue.add(
50 | new Message(coreEngine, this, MessageType.ToggleRender, this.zToggle)
51 | );
52 | break;
53 | case "Shift":
54 | coreEngine.messageQueue.add(
55 | new Message(coreEngine, this, MessageType.Keypress,
56 | new KeyPress(null, KeyState.Keydown, KeyModifier.Shift),
57 | MessagePriority.High)
58 | );
59 | break;
60 | }
61 | });
62 |
63 | window.addEventListener("keyup", (event) => {
64 | switch (event.key) {
65 | case "W":
66 | case "w":
67 | this.wPressed = false;
68 | break;
69 | case "A":
70 | case "a":
71 | this.aPressed = false;
72 | break;
73 | case "S":
74 | case "s":
75 | this.sPressed = false;
76 | break;
77 | case "D":
78 | case "d":
79 | this.dPressed = false;
80 | break;
81 | case "Shift":
82 | coreEngine.messageQueue.add(
83 | new Message(coreEngine, this, MessageType.Keypress,
84 | new KeyPress(null, KeyState.Keyup, KeyModifier.Shift),
85 | MessagePriority.High)
86 | );
87 | break;
88 | }
89 | });
90 | }
91 |
92 | public pollKeyboard(coreEngine: EngineCore) {
93 | if (this.wPressed) {
94 | if (this.zToggle) {
95 | coreEngine.messageQueue.add(new Message(coreEngine, this, MessageType.MoveCamera, MoveDirection.forward));
96 | }
97 | }
98 |
99 | if (this.sPressed) {
100 | if (this.zToggle) {
101 | coreEngine.messageQueue.add(new Message(coreEngine, this, MessageType.MoveCamera, MoveDirection.backward));
102 | }
103 | }
104 |
105 | if (this.dPressed) {
106 | if (this.zToggle) {
107 | coreEngine.messageQueue.add(new Message(coreEngine, this, MessageType.MoveCamera, MoveDirection.right));
108 | }
109 | }
110 |
111 | if (this.aPressed) {
112 | if (this.zToggle) {
113 | coreEngine.messageQueue.add(new Message(coreEngine, this, MessageType.MoveCamera, MoveDirection.left));
114 | }
115 | }
116 | }
117 |
118 | public onMessage(message: Message) {
119 |
120 | }
121 | }
--------------------------------------------------------------------------------
/src/MouseHandler.ts:
--------------------------------------------------------------------------------
1 | import { ICamera } from "./Rendering/Camera/ICamera";
2 | import { EngineCore } from "./Rendering/EngineCore";
3 | import { Message, MessageType, MessagePriority } from "./Rendering/Messaging/Message";
4 | import { IEngineComponent } from "./Rendering/IEngineComponent";
5 | import { vec2, vec3 } from "gl-matrix";
6 | import { KeyPress, Key } from "./Utils/KeyPress";
7 |
8 | export class MouseHandler implements IEngineComponent {
9 | public componentName = "MouseHandler";
10 |
11 | private _active = false;
12 | public set active(value) {
13 | const canvas = document.getElementById("canvas");
14 | if (!canvas) {
15 | console.log("Failed to find canvas element");
16 | return;
17 | }
18 | if (value) {
19 | canvas.requestPointerLock();
20 | } else {
21 | document.exitPointerLock();
22 | }
23 |
24 | this._active = value;
25 | }
26 | public get active() {
27 | return this._active;
28 | }
29 |
30 | constructor(coreEngine: EngineCore) {
31 | document.addEventListener("mousemove", this.mouseCallback.bind(this, coreEngine));
32 | document.addEventListener("pointerlockchange", this.pointerLockChanged.bind(this, coreEngine));
33 | document.addEventListener("pointerlockerror", () => console.log("Pointer lock failed"));
34 | }
35 |
36 | public mouseCallback(coreEngine: EngineCore, e: MouseEvent) {
37 | if (this.active) {
38 | coreEngine.messageQueue.add(
39 | new Message(coreEngine, this, MessageType.MouseMove,
40 | vec2.fromValues(e.movementX, e.movementY), MessagePriority.High)
41 | );
42 | }
43 | }
44 |
45 | public pointerLockChanged(coreEngine: EngineCore, e: MouseEvent) {
46 | // pointer locked
47 | if (document.pointerLockElement !== document.getElementById("canvas")) {
48 | coreEngine.messageQueue.add(
49 | new Message(coreEngine, this, MessageType.ToggleCameraActive, false)
50 | );
51 | }
52 | }
53 |
54 | public onMessage(message: Message) {
55 | switch (message.type) {
56 | case MessageType.ToggleCameraActive:
57 | this.active = message.data;
58 | break;
59 |
60 | default:
61 | break;
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/src/Rendering/Camera/CameraState.ts:
--------------------------------------------------------------------------------
1 | import { vec3, mat4 } from "gl-matrix";
2 |
3 | export class CameraState {
4 | public position: vec3;
5 |
6 | public modelMatrix: mat4;
7 | public projectionMatrix: mat4;
8 | public viewMatrix: mat4;
9 |
10 | constructor(pos: vec3, modelMat: mat4, projMat: mat4, viewMat: mat4) {
11 | this.position = pos;
12 | this.modelMatrix = modelMat;
13 | this.projectionMatrix = projMat;
14 | this.viewMatrix = viewMat;
15 | }
16 | }
--------------------------------------------------------------------------------
/src/Rendering/Camera/ICamera.ts:
--------------------------------------------------------------------------------
1 | import { vec3, mat4 } from "gl-matrix";
2 | import { IEngineComponent } from "../IEngineComponent";
3 | import { CameraState } from "./CameraState";
4 |
5 | export interface ICamera extends IEngineComponent {
6 | position: vec3;
7 |
8 | horizontalFov: number;
9 | aspectRatio: number;
10 |
11 | speed: number;
12 | mulitplier: number;
13 | mouseSensitivity: number;
14 |
15 | up: vec3;
16 |
17 | modelMatrix: mat4;
18 |
19 | nearClip: number;
20 | farClip: number;
21 |
22 | horizontalAngle: number;
23 | verticalAngle: number;
24 |
25 | getFront(): vec3;
26 | getRight(): vec3;
27 |
28 | getViewMatrix(): mat4;
29 | getModelMatrix(): mat4;
30 | getProjectionMatrix(): mat4;
31 |
32 | updateAspectRatio(width: number, height: number): void;
33 |
34 | move(direction: MoveDirection);
35 |
36 | update(dX: number, dY: number, dTime: number): void;
37 |
38 | getCameraState(): CameraState;
39 | }
40 |
41 | export enum MoveDirection {
42 | forward,
43 | backward,
44 | left,
45 | right,
46 | }
--------------------------------------------------------------------------------
/src/Rendering/Camera/OrthoCamera.ts:
--------------------------------------------------------------------------------
1 | import {ICamera, MoveDirection} from "./ICamera";
2 | import { vec3, mat4 } from "gl-matrix";
3 | import { limitAngle } from "../../Utils/LimitAngle";
4 | import { wrapAngle } from "../../Utils/WrapAngle";
5 | import { MessageType, Message } from "../Messaging/Message";
6 | import { CameraState } from "./CameraState";
7 |
8 | export class OrthoCamera implements ICamera {
9 | public componentName = "OrthoCamera";
10 |
11 | public position: vec3;
12 |
13 | public horizontalFov = 45;
14 | public aspectRatio: number;
15 |
16 | public speed = 1;
17 | public mulitplier = 1.0;
18 | public mouseSensitivity = 5;
19 |
20 | public up: vec3 = vec3.fromValues(0, 1, 0);
21 |
22 | public modelMatrix: mat4 = mat4.identity(mat4.create());
23 |
24 | public nearClip = 1;
25 | public farClip = 1000;
26 |
27 | private _horizontalAngle!: number;
28 | public get horizontalAngle(): number {
29 | return this._horizontalAngle;
30 | }
31 | public set horizontalAngle(value: number) {
32 | this._horizontalAngle = wrapAngle(value);
33 | }
34 |
35 | private _verticalAngle!: number;
36 | public get verticalAngle(): number {
37 | return this._verticalAngle;
38 | }
39 | public set verticalAngle(value: number) {
40 | this._verticalAngle = limitAngle(value, -89, 89);
41 | }
42 |
43 | constructor(width: number, height: number) {
44 | console.log("--Initializing Ortho Camera--");
45 | console.log(" Canvas Width: " + width);
46 | console.log(" Canvas Height: " + height);
47 |
48 | if (height === 0) {
49 | console.log("Error, height cannot be 0");
50 | this.aspectRatio = 0;
51 | } else {
52 | this.aspectRatio = width / height;
53 | }
54 |
55 | console.log(" Aspect Ratio: " + this.aspectRatio);
56 |
57 | // start camera at world center
58 | this.position = vec3.fromValues(0, 0, 0);
59 |
60 | this.horizontalAngle = 0;
61 | this.verticalAngle = 0;
62 |
63 | // calculate projection matrix
64 | this.getProjectionMatrix();
65 | }
66 |
67 | public getFront(): vec3 {
68 | throw new Error("Method not implemented.");
69 | }
70 | public getRight(): vec3 {
71 | throw new Error("Method not implemented.");
72 | }
73 | public getViewMatrix(): mat4 {
74 | throw new Error("Method not implemented.");
75 | }
76 | public getModelMatrix(): mat4 {
77 | throw new Error("Method not implemented.");
78 | }
79 | public getProjectionMatrix(): mat4 {
80 | throw new Error("Method not implemented.");
81 | }
82 | public updateAspectRatio(width: number, height: number): void {
83 | throw new Error("Method not implemented.");
84 | }
85 | public moveForward(): void {
86 | throw new Error("Method not implemented.");
87 | }
88 | public moveBackword(): void {
89 | throw new Error("Method not implemented.");
90 | }
91 | public moveRight(): void {
92 | throw new Error("Method not implemented.");
93 | }
94 | public moveLeft(): void {
95 | throw new Error("Method not implemented.");
96 | }
97 | public update(dX: number, dY: number, dTime: number): void {
98 | throw new Error("Method not implemented.");
99 | }
100 | public move(direction: MoveDirection) {
101 | throw new Error("Method not implemented.");
102 | }
103 | public getCameraState(): CameraState {
104 | throw new Error("Method not implemented.");
105 | }
106 | public onMessage(message: Message) {
107 | throw new Error("Method not implemented.");
108 | }
109 |
110 | }
--------------------------------------------------------------------------------
/src/Rendering/Camera/PerspectiveCamera.ts:
--------------------------------------------------------------------------------
1 | import { vec3, mat4, glMatrix, vec2 } from "gl-matrix";
2 | import { wrapAngle } from "../../Utils/WrapAngle";
3 | import { limitAngle } from "../../Utils/LimitAngle";
4 | import { EngineCore } from "../EngineCore";
5 | import {ICamera, MoveDirection} from "./ICamera";
6 | import { Message, MessageType } from "../Messaging/Message";
7 | import { CameraState } from "./CameraState";
8 |
9 | export class PerspectiveCamera implements ICamera {
10 | public componentName = "PerspectiveCamera";
11 |
12 | public position: vec3;
13 |
14 | public horizontalFov = 45;
15 | public aspectRatio: number;
16 |
17 | public speed = 10;
18 | public mulitplier = 1.0;
19 | public mouseSensitivity = 5;
20 |
21 | public up: vec3 = vec3.fromValues(0, 1, 0);
22 | public modelMatrix: mat4 = mat4.identity(mat4.create());
23 |
24 | public nearClip = 1;
25 | public farClip = 10000;
26 |
27 | private _horizontalAngle!: number;
28 | public get horizontalAngle(): number {
29 | return this._horizontalAngle;
30 | }
31 | public set horizontalAngle(value: number) {
32 | this._horizontalAngle = wrapAngle(value);
33 | }
34 |
35 | private _verticalAngle!: number;
36 | public get verticalAngle(): number {
37 | return this._verticalAngle;
38 | }
39 | public set verticalAngle(value: number) {
40 | this._verticalAngle = limitAngle(value, -89, 89);
41 | }
42 |
43 | constructor(width: number, height: number) {
44 | console.log("--Initializing Perspective Camera--");
45 | console.log(" Canvas Width: " + width);
46 | console.log(" Canvas Height: " + height);
47 |
48 | if (height === 0) {
49 | console.log("Error, height cannot be 0");
50 | this.aspectRatio = 0;
51 | } else {
52 | this.aspectRatio = width / height;
53 | }
54 |
55 | console.log(" Aspect Ratio: " + this.aspectRatio);
56 |
57 | // start camera at world center
58 | this.position = vec3.fromValues(0, 0, 0);
59 |
60 | this.horizontalAngle = 0;
61 | this.verticalAngle = 0;
62 |
63 | // compensate for fact that source uses Z as up axis, while openGL uses Y.
64 | mat4.rotateX(this.modelMatrix, this.modelMatrix, glMatrix.toRadian(-90));
65 |
66 | // calculate projection matrix
67 | this.getProjectionMatrix();
68 | }
69 |
70 | public getFront(): vec3 {
71 | const front = vec3.create();
72 |
73 | // x
74 | front[0] = Math.cos(glMatrix.toRadian(this.verticalAngle)) * Math.cos(glMatrix.toRadian(this.horizontalAngle));
75 | // y
76 | front[1] = Math.sin(glMatrix.toRadian(this.verticalAngle));
77 | // z
78 | front[2] = Math.cos(glMatrix.toRadian(this.verticalAngle)) * Math.sin(glMatrix.toRadian(this.horizontalAngle));
79 |
80 | vec3.normalize(front, front);
81 |
82 | return front;
83 | }
84 |
85 | public getRight(): vec3 {
86 | const front = this.getFront();
87 | const right = vec3.create();
88 |
89 | vec3.cross(right, front, this.up);
90 |
91 | vec3.normalize(right, right);
92 |
93 | return right;
94 |
95 | }
96 |
97 | public getProjectionMatrix(): mat4 {
98 | const projectionMatrix = mat4.create();
99 |
100 | mat4.perspective(projectionMatrix,
101 | glMatrix.toRadian(this.horizontalFov),
102 | this.aspectRatio, this.nearClip, this.farClip);
103 |
104 | // tslint:disable-next-line:align
105 | return projectionMatrix;
106 | }
107 |
108 | public getViewMatrix(): mat4 {
109 | const positionPlusFront: vec3 = vec3.create();
110 | vec3.add(positionPlusFront, this.position, this.getFront());
111 |
112 | const viewMatrix = mat4.create();
113 | mat4.lookAt(viewMatrix, this.position, positionPlusFront, this.up);
114 |
115 | return viewMatrix;
116 | }
117 |
118 | public getModelMatrix(): mat4 {
119 | return this.modelMatrix;
120 | }
121 |
122 | public updateAspectRatio(width: number, height: number) {
123 | if (height === 0) {
124 | console.log("Error, height cannot be 0");
125 | return;
126 | }
127 |
128 | this.aspectRatio = width / height;
129 | }
130 |
131 | public move(direction: MoveDirection) {
132 | switch (direction) {
133 | case MoveDirection.forward:
134 | this.moveForward();
135 | break;
136 | case MoveDirection.backward:
137 | this.moveBackword();
138 | break;
139 | case MoveDirection.left:
140 | this.moveLeft();
141 | break;
142 | case MoveDirection.right:
143 | this.moveRight();
144 | break;
145 | }
146 | }
147 |
148 | private moveForward() {
149 | // get front matrix
150 | const front = this.getFront();
151 |
152 | // x
153 | this.position[0] += (this.speed * this.mulitplier * front[0]);
154 |
155 | // y
156 | this.position[1] += (this.speed * this.mulitplier * front[1]);
157 |
158 | // z
159 | this.position[2] += (this.speed * this.mulitplier * front[2]);
160 | }
161 |
162 | private moveBackword() {
163 | // get front matrix
164 | const front = this.getFront();
165 |
166 | // x
167 | this.position[0] -= (this.speed * this.mulitplier * front[0]);
168 |
169 | // y
170 | this.position[1] -= (this.speed * this.mulitplier * front[1]);
171 |
172 | // z
173 | this.position[2] -= (this.speed * this.mulitplier * front[2]);
174 | }
175 |
176 | private moveRight() {
177 | //
178 | const right = this.getRight();
179 |
180 | // x
181 | this.position[0] += (this.speed * this.mulitplier * right[0]);
182 |
183 | // y
184 | this.position[1] += (this.speed * this.mulitplier * right[1]);
185 |
186 | // z
187 | this.position[2] += (this.speed * this.mulitplier * right[2]);
188 | }
189 |
190 | private moveLeft() {
191 | //
192 | const right = this.getRight();
193 |
194 | // x
195 | this.position[0] -= (this.speed * this.mulitplier * right[0]);
196 |
197 | // y
198 | this.position[1] -= (this.speed * this.mulitplier * right[1]);
199 |
200 | // z
201 | this.position[2] -= (this.speed * this.mulitplier * right[2]);
202 | }
203 |
204 | public update(dX: number, dY: number, dTime: number) {
205 | this.horizontalAngle += dX * dTime * this.mouseSensitivity;
206 | // todo investigate jerkiness in vertical angle
207 | this.verticalAngle += -dY * dTime * this.mouseSensitivity;
208 | // console.log("vAngle: " + this.verticalAngle);
209 | // console.log("hAngle: " + this.horizontalAngle);
210 | }
211 |
212 | public getCameraState() {
213 | return new CameraState(this.position, this.getModelMatrix(), this.getProjectionMatrix(), this.getViewMatrix());
214 | }
215 |
216 | public onMessage(message: Message) {
217 | switch (message.type) {
218 | case MessageType.MoveCamera:
219 | this.move(message.data);
220 | break;
221 |
222 | case MessageType.MouseMove:
223 | // message data is (dx, dy, dt)
224 | const vecMessage = message.data as vec3;
225 | this.update(vecMessage[0], vecMessage[1], vecMessage[2]);
226 | break;
227 |
228 | default:
229 | break;
230 | }
231 | }
232 | }
--------------------------------------------------------------------------------
/src/Rendering/EngineCore.ts:
--------------------------------------------------------------------------------
1 | import {FragShader, VertShader} from "./Shaders/ShaderSource";
2 | import { CreateShaderProgram } from "./Shaders/Shader";
3 | import { ICamera} from "./Camera/ICamera";
4 | import { RenderObject } from "./RenderObjects/RenderObject";
5 | import { KeyboardListener } from "../KeyboardListener";
6 | import { MouseHandler } from "../MouseHandler";
7 | import { IRenderable } from "./RenderObjects/IRenderable";
8 | import { PerspectiveCamera } from "./Camera/PerspectiveCamera";
9 | import { MeshFactory } from "../Utils/MeshFactory";
10 | import { Texture } from "./Textures/Texture";
11 | import { vec4, vec3 } from "gl-matrix";
12 | import { UniformLocations } from "./Shaders/UniformLocations";
13 | import { TextureDictionary } from "./Textures/TextureDictionary";
14 | import { MessageQueue } from "./Messaging/MessageQueue";
15 | import { IEngineComponent } from "./IEngineComponent";
16 | import { Message, MessageType } from "./Messaging/Message";
17 | import { Key, KeyPress, KeyModifier, KeyState } from "../Utils/KeyPress";
18 |
19 | export class EngineCore implements IEngineComponent {
20 | public componentName = "CoreEngine";
21 | public gl: WebGL2RenderingContext;
22 |
23 | public messageQueue: MessageQueue;
24 |
25 | public cameras: ICamera[];
26 | public activeCamera: ICamera;
27 | public controlsActive = false;
28 |
29 | // temporary. todo change to support multiple instances
30 | private static _renderer: EngineCore;
31 | public static get renderer(): EngineCore {
32 | return EngineCore._renderer;
33 | }
34 | public static set renderer(value: EngineCore) {
35 | EngineCore._renderer = value;
36 | }
37 |
38 | public gridSize = 15;
39 | public drawGrid = true;
40 |
41 | private renderObjects: IRenderable[] = [];
42 | // private grid: RenderObject;
43 |
44 | public keyboardListener!: KeyboardListener;
45 | public mouseHandler!: MouseHandler;
46 |
47 | private previousTime = 0;
48 | private deltaTime = 0;
49 | public renderFrame = false;
50 |
51 | constructor(gl: WebGL2RenderingContext) {
52 | console.log("--Initializing Core--");
53 |
54 | // setup gl settings
55 | this.gl = gl;
56 |
57 | this.messageQueue = new MessageQueue();
58 |
59 | this.gl.clearColor(0.0, 0, 0, 1.0);
60 | this.gl.clearDepth(1.0);
61 | this.gl.enable(this.gl.CULL_FACE);
62 | this.gl.cullFace(this.gl.FRONT);
63 | this.gl.enable(this.gl.DEPTH_TEST);
64 | this.gl.depthFunc(this.gl.LEQUAL);
65 | this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
66 |
67 | // setup default camera
68 | this.cameras = [new PerspectiveCamera(this.gl.canvas.clientWidth, this.gl.canvas.clientHeight)];
69 | this.activeCamera = this.cameras[0];
70 |
71 | // setup keyboard listener
72 | this.keyboardListener = new KeyboardListener(this);
73 | this.mouseHandler = new MouseHandler(this);
74 |
75 | EngineCore.renderer = this;
76 | }
77 |
78 | public addRenderableObject(object: IRenderable) {
79 | this.renderObjects.push(object);
80 | }
81 |
82 | public clearRenderObjects() {
83 | this.renderObjects = [];
84 | }
85 |
86 | public main(currentTime = 0) {
87 | window.requestAnimationFrame(this.main.bind(this));
88 |
89 | // poll keyboard
90 | this.keyboardListener.pollKeyboard(this);
91 |
92 | // dispatch messages
93 | this.messageQueue.dispatch();
94 |
95 | // convert dTime to seconds
96 | this.deltaTime = (currentTime - this.previousTime) / 1000;
97 | this.previousTime = currentTime;
98 |
99 | if (this.renderFrame) {
100 | this.render();
101 | }
102 | }
103 |
104 | public render() {
105 | // resize every frame so when user resizes canvas it is smooth
106 | this.resize();
107 |
108 | // prepare frame for rendering
109 | this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);
110 | this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
111 |
112 | // render all objects
113 | const cameraState = this.activeCamera.getCameraState();
114 | this.renderObjects.forEach((renderObject) => {
115 | // renderObject.draw(this.gl, this.gl.POINTS);
116 | renderObject.draw(this.gl, cameraState);
117 | });
118 | }
119 |
120 | private resize() {
121 | const pixelRatio = window.devicePixelRatio || 1;
122 |
123 | const width = Math.floor(this.gl.canvas.clientWidth * pixelRatio);
124 | const height = Math.floor(this.gl.canvas.clientHeight * pixelRatio);
125 |
126 | if (this.gl.canvas.width !== width || this.gl.canvas.height !== height) {
127 | this.gl.canvas.width = width;
128 | this.gl.canvas.height = height;
129 |
130 | this.activeCamera.updateAspectRatio(width, height);
131 | }
132 | }
133 |
134 | // reroutes messages to their correct destination
135 | public onMessage(message: Message) {
136 | switch (message.type) {
137 | case MessageType.ToggleCameraActive:
138 | // toggles mouse input and toggles frame rendering
139 | this.controlsActive = message.data;
140 | this.mouseHandler.active = message.data;
141 | this.keyboardListener.zToggle = message.data;
142 | this.renderFrame = message.data;
143 | break;
144 |
145 | // case MessageType.ToggleControlsActive:
146 | // this.controlsActive = message.data;
147 | // this.mouseHandler.active = message.data
148 |
149 | case MessageType.ToggleRender:
150 | // if there is no movement, no need to keep rendering
151 | // TODO: disable this once brush ents / moving things are working
152 | this.renderFrame = message.data;
153 | break;
154 |
155 | case MessageType.MoveCamera:
156 | this.activeCamera.onMessage(message);
157 | break;
158 |
159 | case MessageType.MouseMove:
160 | // add deltatime to the vec2 containing (dx, dy)
161 | this.activeCamera.onMessage(new Message(this.activeCamera, this, MessageType.MouseMove,
162 | vec3.fromValues(message.data[0], message.data[1], this.deltaTime)));
163 | break;
164 |
165 | case MessageType.Keypress:
166 | switch (message.data.key) {
167 | case Key.Z:
168 | this.controlsActive = !this.controlsActive;
169 | this.renderFrame = !this.renderFrame;
170 | this.mouseHandler.active = this.controlsActive;
171 | break;
172 |
173 | case Key.Escape:
174 | this.controlsActive = false;
175 | this.renderFrame = false;
176 | this.mouseHandler.active = false;
177 |
178 | default:
179 | switch (message.data.modifier) {
180 | case KeyModifier.Shift:
181 | if (message.data.state === KeyState.Keydown) {
182 | this.activeCamera.mulitplier = 5.0;
183 | } else {
184 | this.activeCamera.mulitplier = 1.0;
185 | }
186 | break;
187 |
188 | default:
189 | break;
190 | }
191 | break;
192 | }
193 | default:
194 | break;
195 | }
196 | }
197 | }
--------------------------------------------------------------------------------
/src/Rendering/EngineState.ts:
--------------------------------------------------------------------------------
1 | import { vec4 } from "gl-matrix";
2 |
3 | export class EngineState {
4 | // public position: vec4;
5 | // public pitch: number;
6 | // public yaw: number;
7 | }
--------------------------------------------------------------------------------
/src/Rendering/IEngineComponent.ts:
--------------------------------------------------------------------------------
1 | import { Message } from "./Messaging/Message";
2 |
3 | export interface IEngineComponent {
4 | componentName: string;
5 | onMessage(message: Message);
6 | }
--------------------------------------------------------------------------------
/src/Rendering/Messaging/Message.ts:
--------------------------------------------------------------------------------
1 | import { IEngineComponent } from "../IEngineComponent";
2 |
3 | // TODO: turn into interface for custo messages?
4 | export class Message {
5 | public to: IEngineComponent[];
6 | public from: IEngineComponent;
7 | public type: MessageType;
8 | public data: any;
9 | public priority: MessagePriority;
10 |
11 | constructor(to: IEngineComponent[] | IEngineComponent, from: IEngineComponent, messageType: MessageType,
12 | data?: any, priority = MessagePriority.Low) {
13 | if (to instanceof Array) {
14 | this.to = to;
15 | } else {
16 | this.to = [to];
17 | }
18 | this.from = from;
19 | this.type = messageType;
20 | this.data = data;
21 | this.priority = priority;
22 | }
23 |
24 | public toString() {
25 | let retStr = "";
26 | this.to.forEach((recipient) => {
27 | retStr += `${this.from.componentName} -> ${recipient.componentName} - ${MessagePriority[this.priority]}:\n`;
28 | retStr += `${this.data} (${MessageType[this.type]})\n`;
29 | });
30 | return retStr;
31 | }
32 | }
33 |
34 | export enum MessagePriority {
35 | High,
36 | Medium,
37 | Low,
38 | }
39 |
40 | export enum MessageType {
41 | ToggleCameraActive, // bool
42 | // ToggleControlsActive, // bool
43 | Keypress, // KeyPress class
44 | ToggleRender, // bool
45 | MoveCamera, // MoveDirection enum
46 | MouseMove, // vec2 (dx, dy)
47 | }
--------------------------------------------------------------------------------
/src/Rendering/Messaging/MessageQueue.ts:
--------------------------------------------------------------------------------
1 | import { IEngineComponent } from "../IEngineComponent";
2 | import { Message, MessagePriority } from "./Message";
3 |
4 | export class MessageQueue {
5 | private lowPriorityMessages: Message[] = [];
6 | private mediumPriorityMessages: Message[] = [];
7 | // private subscribers: IEngineComponent[] = [];
8 | private logging: boolean;
9 |
10 | constructor(logging = false) {
11 | this.logging = logging;
12 | }
13 |
14 | public add(message: Message) {
15 | // sort by priority
16 | switch (message.priority) {
17 | case MessagePriority.High:
18 | // high priority messages should be dispatched immedietly
19 | this.dispatchMessage(message);
20 | break;
21 | case MessagePriority.Medium:
22 | this.mediumPriorityMessages.push(message);
23 | case MessagePriority.Low:
24 | this.lowPriorityMessages.push(message);
25 | default:
26 | break;
27 | }
28 | }
29 |
30 | public dispatch() {
31 | // dispatch medium priority messages first
32 | for (let i = 0; i < this.mediumPriorityMessages.length; i++) {
33 | const message = this.mediumPriorityMessages.shift();
34 | this.dispatchMessage(message);
35 | }
36 |
37 | for (let i = 0; i < this.lowPriorityMessages.length; i++) {
38 | const message = this.lowPriorityMessages.shift();
39 | this.dispatchMessage(message);
40 | }
41 | }
42 |
43 | public dispatchMessage(message: Message | undefined) {
44 | // validate message is valid
45 | if (message) {
46 | if (this.logging) {
47 | console.log(message.toString());
48 | }
49 |
50 | const recipient = message.to;
51 |
52 | // validate recipient is valid
53 | if (recipient) {
54 | recipient.forEach((rec) => {
55 | rec.onMessage(message);
56 | });
57 | }
58 | }
59 | }
60 | }
61 |
62 |
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/BSPFace.ts:
--------------------------------------------------------------------------------
1 | import { Face } from "../../../BSP/Structs/Face";
2 | import { BSP } from "../../../BSP/BSP";
3 | import { Vertex, FALSE, TRUE } from "../../../Structs/Vertex";
4 | import { LumpType } from "../../../BSP/Lumps/LumpType";
5 | import { TexInfoLump } from "../../../BSP/Lumps/TexInfoLump";
6 | import { PlaneLump } from "../../../BSP/Lumps/PlaneLump";
7 | import { VertexLump } from "../../../BSP/Lumps/VertexLump";
8 | import { TexDataLump } from "../../../BSP/Lumps/TexDataLump";
9 | import { vec4, vec3, vec2 } from "gl-matrix";
10 | import { SurfEdgeLump } from "../../../BSP/Lumps/SurfEdgeLump";
11 | import { EdgeLump } from "../../../BSP/Lumps/EdgeLump";
12 | import { addRange } from "../../../Utils/AddRange";
13 | import { SurfFlags } from "../../../BSP/Structs/Enums";
14 | import { DispVertLump } from "../../../BSP/Lumps/DispVertLump";
15 | import { DispTrisLump } from "../../../BSP/Lumps/DispTrisLump";
16 | import { DispInfo } from "../../../BSP/Structs/DispInfo";
17 | import { DispInfoLump } from "../../../BSP/Lumps/DispInfoLump";
18 | import { Visibility } from "../IRenderable";
19 | import { TexDataStringDataLump } from "../../../BSP/Lumps/TexDataStringDataLump";
20 | import { TexDataStringTableLump } from "../../../BSP/Lumps/TexDataStringTableLump";
21 | import { Texture } from "../../Textures/Texture";
22 | import { TextureDictionary } from "../../Textures/TextureDictionary";
23 | import { EngineCore } from "../../EngineCore";
24 | import { BSPResourceManager } from "../BSPResourceManager";
25 | export class BSPFace {
26 | public visibility: Visibility = Visibility.Visible;
27 | public face: Face;
28 | public indices: number[] = [];
29 | public vertices: Vertex[];
30 | public dispInfo?: DispInfo;
31 | public texture?: Texture;
32 |
33 | constructor(face: Face, bsp: BSP, resourceManager: BSPResourceManager) {
34 | this.face = face;
35 | this.vertices = this.getVertices(bsp, resourceManager);
36 | }
37 |
38 | public calcIndices(startIndex: number) {
39 | if (this.dispInfo != null) {
40 | this.calcDispIndices(startIndex);
41 | } else {
42 | this.calcFaceIndices(startIndex);
43 | }
44 | }
45 |
46 | // calculates the indices for a triangle fan
47 | private calcFaceIndices(startIndex: number) {
48 | for (let i = 1; i < this.vertices.length - 1; i++) {
49 | addRange(this.indices,
50 | [startIndex,
51 | startIndex + i,
52 | startIndex + i + 1]);
53 | }
54 | }
55 |
56 | private calcDispIndices(startIndex: number) {
57 | if (this.dispInfo == null) {
58 | console.log("Disp info was null!");
59 | console.log(this);
60 | return [];
61 | }
62 | const rowSize = this.dispInfo.numRows();
63 |
64 | // skip last row, there are no verts above to create the pattern
65 | for (let lineNum = 0; lineNum < (rowSize - 1); lineNum++) {
66 | const lineOffset = lineNum * rowSize;
67 | // const nextRowOffset = (lineNum + 1) * rowSize;
68 |
69 | for (let blockNum = 0; blockNum < (2 ** (this.dispInfo.power - 1)); blockNum++) {
70 | // index offset depending on what block it's in
71 | const blockOffset = lineOffset + (2 * blockNum);
72 |
73 | // even rows create |/|\| pattern
74 | if (lineNum % 2 === 0) {
75 | // --------------------
76 | // create |/| section
77 | // --------------------
78 | this.indices.push((blockOffset) + startIndex);
79 | this.indices.push((blockOffset + rowSize) + startIndex);
80 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
81 |
82 | this.indices.push((blockOffset) + startIndex);
83 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
84 | this.indices.push((blockOffset + 1) + startIndex);
85 |
86 | // --------------------
87 | // create |\| section
88 | // --------------------
89 | this.indices.push((blockOffset + 1) + startIndex);
90 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
91 | this.indices.push((blockOffset + 2) + startIndex);
92 |
93 | this.indices.push((blockOffset + 2) + startIndex);
94 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
95 | this.indices.push((blockOffset + rowSize + 2) + startIndex);
96 | } else {
97 | // odd rows create |\|/| pattern
98 |
99 | // --------------------
100 | // create |\| section
101 | // --------------------
102 | this.indices.push((blockOffset + 1) + startIndex);
103 | this.indices.push((blockOffset) + startIndex);
104 | this.indices.push((blockOffset + rowSize) + startIndex);
105 |
106 | this.indices.push((blockOffset + 1) + startIndex);
107 | this.indices.push((blockOffset + rowSize) + startIndex);
108 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
109 |
110 | // --------------------
111 | // create |/| section
112 | // --------------------
113 | this.indices.push((blockOffset + 1) + startIndex);
114 | this.indices.push((blockOffset + rowSize + 1) + startIndex);
115 | this.indices.push((blockOffset + rowSize + 2) + startIndex);
116 |
117 | this.indices.push((blockOffset + 1) + startIndex);
118 | this.indices.push((blockOffset + rowSize + 2) + startIndex);
119 | this.indices.push((blockOffset + 2) + startIndex);
120 | }
121 | }
122 | }
123 | // console.log(this.indices);
124 | }
125 |
126 | public getMesh(): number[] {
127 | return BSPFace.verticesToMesh(this.vertices);
128 | }
129 |
130 | private getVertices(bsp, resourceManager: BSPResourceManager): Vertex[] {
131 | const texInfoLump = bsp.readLump(LumpType.TexInfo) as TexInfoLump;
132 | const texDataLump = bsp.readLump(LumpType.TexData) as TexDataLump;
133 | const texDataStringTable = bsp.readLump(LumpType.TexDataStringTable) as TexDataStringTableLump;
134 | const texDataStringDataLump = bsp.readLump(LumpType.TexDataStringData) as TexDataStringDataLump;
135 |
136 | const texInfo = texInfoLump.texInfos[this.face.texInfo];
137 | const texData = texDataLump.texDatas[texInfo.texData];
138 | const texDataStringOffset = texDataStringTable.texDataTable[texData.nameDataStringTableID];
139 | const texName = texDataStringDataLump.readStringAtOffset(texDataStringOffset);
140 |
141 | // filter out transparent meshes temporarily
142 | if ( (texInfo.flags & SurfFlags.TRANS) === SurfFlags.TRANS) {
143 | this.visibility = Visibility.Hidden;
144 | }
145 | // filter out trigger brushes
146 | if ( (texInfo.flags & SurfFlags.TRIGGER) === SurfFlags.TRIGGER) {
147 | this.visibility = Visibility.Hidden;
148 | }
149 | // filter out sky brushes
150 | if ( (texInfo.flags & SurfFlags.SKY) === SurfFlags.SKY ||
151 | (texInfo.flags & SurfFlags.SKY2D) === SurfFlags.SKY2D) {
152 | this.visibility = Visibility.Hidden;
153 | }
154 | // filter out skip and hint brushes
155 | if ( (texInfo.flags & SurfFlags.SKIP) === SurfFlags.SKIP ||
156 | (texInfo.flags & SurfFlags.HINT) === SurfFlags.HINT) {
157 | this.visibility = Visibility.Hidden;
158 | }
159 | // filter out hitboxes
160 | if ( (texInfo.flags & SurfFlags.HITBOX) === SurfFlags.HITBOX) {
161 | this.visibility = Visibility.Hidden;
162 | }
163 |
164 | let baseColor: vec4;
165 | // texData offset will be -1 for SKIP/CLIP/INVISIBLE textures
166 | if (texInfo.texData === -1) {
167 | baseColor = vec4.fromValues(0, 1.0, 1.0, 1.0);
168 | } else {
169 | // reflectivity color gives a rough estimate of material color
170 | // credit to snake_biscuit for discovering this
171 | const reflectivityColor = texData.reflectivity;
172 | baseColor = vec4.fromValues(reflectivityColor[0], reflectivityColor[1], reflectivityColor[2], 1.0);
173 | }
174 |
175 | // setup texture info
176 | if (texName != null) {
177 | const gl = resourceManager.getGLContext();
178 | const texDict = resourceManager.getTextureDictionary();
179 |
180 | this.texture = new Texture(gl, baseColor, 0, texName);
181 | if (this.texture != null) {
182 | const id = texDict.addTexture(gl, this.texture);
183 | this.texture.id = id;
184 | }
185 | } else {
186 | console.log("Failed to read texture name");
187 | }
188 |
189 | // if face is not displacement, it's dispInfo will be -1;
190 | if (this.face.dispInfo === -1) {
191 | return this.getFaceVertexes(bsp);
192 | } else {
193 | console.log("disp");
194 | return this.getDispVertexes(bsp);
195 | }
196 | }
197 |
198 | private getDispVertexes(bsp: BSP): Vertex[] {
199 | const dispVertsLump = bsp.readLump(LumpType.DispVerts) as DispVertLump;
200 | // const dispTrisLump = bsp.readLump(LumpType.DispTris) as DispTrisLump;
201 | const dispInfoLump = bsp.readLump(LumpType.DispInfo) as DispInfoLump;
202 |
203 | this.dispInfo = dispInfoLump.dispInfos[this.face.dispInfo];
204 | const rowSize = this.dispInfo.numRows();
205 |
206 | // get the vertices of the face
207 | let faceVerts = this.getFaceVertexes(bsp);
208 |
209 | // "rotate" the vertices so that the first vertex matches the dispInfo start position
210 | for (let j = 0; j < faceVerts.length; j++) {
211 | const vert = faceVerts[j];
212 |
213 | if (vec3.equals(vec3.round(vec3.create(), vert.position), vec3.round(vec3.create(), this.dispInfo.startPosition))) {
214 | // shift the verts so the start position is the first vertex
215 | const verts = faceVerts.slice(j);
216 | const lastVerts = faceVerts.slice(0, j);
217 | addRange(verts, lastVerts);
218 |
219 | faceVerts = verts;
220 | break;
221 | }
222 | }
223 |
224 | // ------ Disp Reading ----------
225 |
226 | // create a scaffold to generate vertices
227 |
228 | // generate 2 columns from linear interpolation between the 4 corner vertices
229 | // V2 V3
230 | // ^ ^
231 | // C1 C2
232 | // ^ ^
233 | // C1 C2
234 | // ^ ^
235 | // C1 C2
236 | // ^ ^
237 | // V1 V4
238 |
239 | // after interpolating between matching vertices in each column
240 | // x -> x -> x -> x -> x
241 | // x -> x -> x -> x -> x
242 | // x -> x -> x -> x -> x
243 | // x -> x -> x -> x -> x
244 | // x -> x -> x -> x -> x
245 |
246 |
247 | // displacements must have 4 vertexes
248 | if (faceVerts.length !== 4) {
249 | console.log("Invalid displacement");
250 | return [];
251 | }
252 | const dispVerts: Vertex[] = [];
253 |
254 | const edgeCol1: Vertex[] = [];
255 | const edgeCol2: Vertex[] = [];
256 | const vert1 = faceVerts[0];
257 | const vert2 = faceVerts[1];
258 | const vert3 = faceVerts[2];
259 | const vert4 = faceVerts[3];
260 |
261 | // linearly interpolate vertices for first row
262 | for (let i = 0; i < rowSize; i++) {
263 | const vertPos = vec3.create();
264 | vec3.lerp(vertPos, vert1.position, vert2.position, i / (rowSize - 1));
265 | edgeCol1.push(new Vertex(vertPos, vert1.normal));
266 | }
267 |
268 | // linearly interpolate vertices for second row
269 | for (let i = 0; i < rowSize; i++) {
270 | const vertPos = vec3.create();
271 | // interpolate in opposite direction, otherwise vertices are placed in wrong order
272 | vec3.lerp(vertPos, vert4.position, vert3.position, i / (rowSize - 1));
273 | edgeCol2.push(new Vertex(vertPos, vert1.normal));
274 | }
275 |
276 | for (let i = 0; i < edgeCol1.length; i++) {
277 | const helperVert1: Vertex = edgeCol1[i];
278 | const helperVert2: Vertex = edgeCol2[i];
279 |
280 | // linearly interpolate vertices
281 | for (let j = 0; j < rowSize; j++) {
282 | const vertPos = vec3.create();
283 | vec3.lerp(vertPos, helperVert1.position, helperVert2.position, j / (rowSize - 1));
284 | if (this.texture != null) {
285 | dispVerts.push(new Vertex(vertPos, vert1.normal, this.texture.placeholderColor, FALSE,
286 | vec2.fromValues(0, 0), this.texture.id));
287 | } else {
288 | dispVerts.push(new Vertex(vertPos, vert1.normal));
289 | }
290 | }
291 | }
292 |
293 | // apply vertex offsets
294 | for (let i = 0; i < this.dispInfo.numVerts(); i++) {
295 | const vert = dispVertsLump.dispVerts[i + this.dispInfo.dispVertStart];
296 | vec3.scaleAndAdd(dispVerts[i].position, dispVerts[i].position, vert.vec, vert.dist);
297 | }
298 | return dispVerts;
299 | // return BSPFace.divideFace(faceVerts, rowSize);
300 | }
301 |
302 | private getFaceVertexes(bsp: BSP, uniqueVertexes = true): Vertex[] {
303 | const normal = (bsp.readLump(LumpType.Planes) as PlaneLump).planes[this.face.planeNum].normal;
304 | const vertLump = bsp.readLump(LumpType.Vertexes) as VertexLump;
305 |
306 | const vertPositions: vec3[] = [];
307 | for (let i = this.face.firstEdge; i < this.face.firstEdge + this.face.numEdges; i++) {
308 | const edgeIndex = (bsp.readLump(LumpType.SurfEdges) as SurfEdgeLump).surfEdges[i];
309 |
310 | const reverseEdge = (edgeIndex < 0);
311 |
312 | // gets the vertex indexes and reverses them if they are negative;
313 | const vertIndices = (bsp.readLump(LumpType.Edges) as EdgeLump)
314 | .edges[Math.abs(edgeIndex)].getVertIndices(reverseEdge);
315 |
316 | vertPositions.push(vertLump.vertexes[vertIndices[0]]);
317 | vertPositions.push(vertLump.vertexes[vertIndices[1]]);
318 | }
319 |
320 | let vertexes: Vertex[] = [];
321 | if (uniqueVertexes) {
322 | // remove duplicate vertex positions and convert them to Vertexes
323 | vertexes = Array.from(new Set(vertPositions)).map((vert) => {
324 | if (this.texture != null) {
325 | // console.log(this.texture.id + 1);
326 | return new Vertex(vert, normal, this.texture.placeholderColor, FALSE,
327 | vec2.fromValues(0, 0), this.texture.id);
328 | } else {
329 | return new Vertex(vert, normal);
330 | }
331 | });
332 | } else {
333 | vertexes = vertPositions.map((vert) => {
334 | return new Vertex(vert, normal);
335 | });
336 | }
337 |
338 | return vertexes;
339 | }
340 |
341 | // combines all vertex data into one number array
342 | public static verticesToMesh(verts: Vertex[]) {
343 | const out: number[] = [];
344 | verts.forEach((vert) => {
345 | addRange(out, vert.position);
346 | addRange(out, vert.normal);
347 | addRange(out, vert.fallbackColor);
348 | out.push(vert.textureLoaded);
349 | addRange(out, vert.texCoord);
350 | out.push(vert.texIndex);
351 | });
352 | return out;
353 | }
354 | }
355 |
356 |
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/BSPMesh.ts:
--------------------------------------------------------------------------------
1 | import { BSP } from "../../../BSP/BSP";
2 | import { IRenderable, Visibility } from "../IRenderable";
3 | import { LumpType } from "../../../BSP/Lumps/LumpType";
4 | import { POSITION_ATTRIB_LOCATION, NORMAL_ATTRIB_LOCATION, TEXCOORD_ATTRIB_LOCATION,
5 | TEXINDEX_ATTRIB_LOCATION,
6 | FALLBACK_COLOR_ATTRIB_LOCATION,
7 | TEXTURE_LOADED_ATTRIB_LOCATION} from "../../Shaders/LayoutLocations";
8 | import { FaceLump } from "../../../BSP/Lumps/FaceLump";
9 | import { addRange } from "../../../Utils/AddRange";
10 | import { BSPFace } from "./BSPFace";
11 | import { Texture } from "../../Textures/Texture";
12 | import { UniformLocations } from "../../Shaders/UniformLocations";
13 | import { TextureDictionary } from "../../Textures/TextureDictionary";
14 | import { BSPResourceManager } from "../BSPResourceManager";
15 | import { ModelLump } from "../../../BSP/Lumps/ModelLump";
16 | import { BSPModel } from "./BSPModel";
17 | import { CameraState } from "../../Camera/CameraState";
18 |
19 | export class BSPMesh implements IRenderable {
20 | public visibility = Visibility.Visible;
21 |
22 | private initialized = false;
23 | private renderMode = WebGL2RenderingContext.TRIANGLES;
24 |
25 | private models: BSPModel[] = [];
26 |
27 | constructor(gl: WebGL2RenderingContext, bsp: BSP) {
28 | const modelLump = bsp.readLump(LumpType.Models) as ModelLump;
29 |
30 | modelLump.models.forEach((model) => {
31 | this.models.push(new BSPModel(gl, bsp, model));
32 | });
33 |
34 | this.initialized = true;
35 | console.log("BSP Loaded");
36 | }
37 |
38 | public draw(gl: WebGL2RenderingContext, cameraState: CameraState, renderModeOverride?: number) {
39 | if (!this.initialized) {
40 | console.log("Cannot render object, not initialized");
41 | return;
42 | }
43 | if (this.visibility === Visibility.Hidden) {
44 | return;
45 | }
46 |
47 | // node 0 is world geometry
48 | // TODO: walk every bsp tree once entity info parsing is available and their offsets can be obtained
49 | this.models[0].draw(gl, cameraState, renderModeOverride);
50 | // this.models.forEach((model) => {
51 | // model.draw(gl, cameraState, renderModeOverride);
52 | // });
53 | // if (renderModeOverride == null) {
54 | // gl.drawElements(this.renderMode, this.vertexCount, gl.UNSIGNED_INT, 0);
55 | // } else {
56 | // gl.drawElements(renderModeOverride, this.vertexCount, gl.UNSIGNED_INT, 0);
57 | // }
58 | }
59 |
60 | private getUniformLocations() {
61 |
62 | }
63 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/BSPModel.ts:
--------------------------------------------------------------------------------
1 | import { Vertex } from "../../../Structs/Vertex";
2 | import { BSPFace } from "./BSPFace";
3 | import { IRenderable, Visibility } from "../IRenderable";
4 | import { BSPResourceManager } from "../BSPResourceManager";
5 | import { Model } from "../../../BSP/Structs/Model";
6 | import { BSP } from "../../../BSP/BSP";
7 | import { LumpType } from "../../../BSP/Lumps/LumpType";
8 | import { FaceLump } from "../../../BSP/Lumps/FaceLump";
9 | import { addRange } from "../../../Utils/AddRange";
10 | import { BSPNode } from "./Tree.ts/BSPNode";
11 | import { NodeLump } from "../../../BSP/Lumps/NodeLump";
12 | import { vec3, vec4, mat4, glMatrix } from "gl-matrix";
13 | import { CameraState } from "../../Camera/CameraState";
14 |
15 | export class BSPModel implements IRenderable {
16 | public model: Model;
17 | public resourceManager: BSPResourceManager;
18 |
19 | public tree!: BSPNode;
20 | public visibility: Visibility = Visibility.Visible;
21 |
22 | private modelMatrix!: mat4;
23 |
24 |
25 | constructor(gl: WebGL2RenderingContext, bsp: BSP, model: Model) {
26 | this.resourceManager = new BSPResourceManager(gl, bsp);
27 | this.model = model;
28 |
29 | // don't need to calculate the tree if there is no faces
30 | if (model.numFaces === 0) {
31 | console.log("Empty Node");
32 | this.visibility = Visibility.Hidden;
33 | return;
34 | }
35 | this.modelMatrix = mat4.create(); // TODO: parse this from the entity lump
36 | // mat4.fromTranslation(this.modelMatrix, model.origin);
37 | // compensate for fact that source uses Z as up axis, while openGL uses Y.
38 | // mat4.rotateX(this.modelMatrix, this.modelMatrix, glMatrix.toRadian(-90));
39 |
40 | // calculate bsp tree
41 | const nodeLump = bsp.readLump(LumpType.Nodes) as NodeLump;
42 | this.tree = new BSPNode(nodeLump.nodes[model.headNode], this.resourceManager, this.modelMatrix);
43 | }
44 |
45 | public draw(gl: WebGL2RenderingContext, cameraState: CameraState, renderModeOverride?: number) {
46 | if (this.visibility === Visibility.Hidden) {
47 | return;
48 | }
49 | // recursively walk the bsp tree and draw at every leaf
50 | this.tree.draw(gl, cameraState, renderModeOverride);
51 | }
52 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/Tree.ts/BSPLeaf.ts:
--------------------------------------------------------------------------------
1 | import { IBSPTree } from "./IBSPTree";
2 | import { Leaf } from "../../../../BSP/Structs/Leaf";
3 | import { BSP } from "../../../../BSP/BSP";
4 | import { Visibility } from "../../IRenderable";
5 | import { BSPResourceManager } from "../../BSPResourceManager";
6 | import { Vertex } from "../../../../Structs/Vertex";
7 | import { BSPFace } from "../BSPFace";
8 | import { addRange } from "../../../../Utils/AddRange";
9 | import { LumpType } from "../../../../BSP/Lumps/LumpType";
10 | import { FaceLump } from "../../../../BSP/Lumps/FaceLump";
11 | import { LeafFaceLump } from "../../../../BSP/Lumps/LeafFaceLump";
12 | import {
13 | POSITION_ATTRIB_LOCATION, NORMAL_ATTRIB_LOCATION, FALLBACK_COLOR_ATTRIB_LOCATION,
14 | TEXTURE_LOADED_ATTRIB_LOCATION, TEXCOORD_ATTRIB_LOCATION, TEXINDEX_ATTRIB_LOCATION
15 | } from "../../../Shaders/LayoutLocations";
16 | import { CameraState } from "../../../Camera/CameraState";
17 | import { VertShader, FragShader } from "../../../Shaders/ShaderSource";
18 | import { mat4 } from "gl-matrix";
19 |
20 | export class BSPLeaf implements IBSPTree {
21 | public isNode = false;
22 | public visibility = Visibility.Visible;
23 | public leaf: Leaf;
24 |
25 | public resourceManager: BSPResourceManager;
26 | private shaderIndex: number = 0;
27 |
28 | private indexCount: number = 0;
29 | private indices: number[] = [];
30 | private vertices: Vertex[] = [];
31 | private faces: BSPFace[] = [];
32 |
33 | public VAO!: WebGLVertexArrayObject;
34 | public VBO!: WebGLBuffer;
35 | public EAO!: WebGLBuffer; // index buffer
36 | private renderMode = WebGL2RenderingContext.TRIANGLES;
37 |
38 | private modelMat: mat4;
39 | private initialized = false;
40 |
41 | constructor(leaf: Leaf, resourceManager: BSPResourceManager, modelMat: mat4) {
42 | this.leaf = leaf;
43 | this.modelMat = modelMat;
44 |
45 | this.resourceManager = resourceManager;
46 |
47 | // TODO: doesnt really seem to do anything?
48 | this.load();
49 | }
50 |
51 | private async load() {
52 | this.shaderIndex = this.resourceManager.createShaderProgram();
53 | this.resourceManager.addShaders(this.shaderIndex, [VertShader, FragShader]);
54 |
55 | // calculate the vertices and indices of the leaf
56 | const bsp = this.resourceManager.getBSP();
57 | const faceLump = bsp.readLump(LumpType.Faces) as FaceLump;
58 | const leafFaceLump = bsp.readLump(LumpType.LeafFaces) as LeafFaceLump;
59 |
60 | let currentIndex = 0;
61 | for (let i = this.leaf.firstLeafFace; i < this.leaf.numLeafFaces + this.leaf.firstLeafFace; i++) {
62 | const leafFace = leafFaceLump.leafFaces[i];
63 | const face = faceLump.faces[leafFace];
64 | const bspFace = new BSPFace(face, bsp, this.resourceManager);
65 | this.faces.push(bspFace);
66 |
67 | // add vertices to mesh
68 | bspFace.calcIndices(currentIndex);
69 |
70 | addRange(this.vertices, bspFace.vertices);
71 | // dont add hidden faces to the indices
72 | if (bspFace.visibility === Visibility.Visible) {
73 | addRange(this.indices, bspFace.indices);
74 | }
75 |
76 | if (bspFace.dispInfo != null) {
77 | // highest index of displacement will be it's second to last index
78 | currentIndex = bspFace.indices[bspFace.indices.length - 2] + 1;
79 | } else {
80 | // highest index of face will be it's last index
81 | currentIndex = bspFace.indices[bspFace.indices.length - 1] + 1;
82 | }
83 | }
84 |
85 | this.indexCount = this.indices.length;
86 | // if leaf is empty we dont need to render it
87 | if (this.indexCount < 1) {
88 | return;
89 | }
90 | this.bufferData();
91 | this.initialized = true;
92 | }
93 |
94 | public draw(gl: WebGL2RenderingContext, cameraState: CameraState, renderModeOverride?: number) {
95 | if (this.visibility === Visibility.Hidden || !this.initialized) {
96 | return;
97 | }
98 |
99 | // enable this leaf's shader
100 | gl.useProgram(this.resourceManager.getShaderProgram(this.shaderIndex));
101 |
102 | const uniformLocations = this.resourceManager.getUniformLocations(this.shaderIndex);
103 |
104 | // upload uniforms
105 | gl.uniformMatrix4fv(uniformLocations.uModelMatLocation,
106 | false,
107 | cameraState.modelMatrix);
108 |
109 | gl.uniformMatrix4fv(uniformLocations.uViewMatLocation,
110 | false,
111 | cameraState.viewMatrix);
112 |
113 | gl.uniformMatrix4fv(uniformLocations.uProjectionMatrixLocation,
114 | false,
115 | cameraState.projectionMatrix);
116 |
117 | gl.bindVertexArray(this.VAO);
118 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.EAO);
119 |
120 | if (renderModeOverride == null) {
121 | gl.drawElements(this.renderMode, this.indexCount, gl.UNSIGNED_INT, 0);
122 | } else {
123 | gl.drawElements(renderModeOverride, this.indexCount, gl.UNSIGNED_INT, 0);
124 | }
125 | }
126 |
127 | // uploads leaf data to gpu
128 | private bufferData() {
129 | const gl = this.resourceManager.getGLContext();
130 |
131 | // create buffers
132 | const _vbo = gl.createBuffer();
133 | const _vao = gl.createVertexArray();
134 | const _eao = gl.createBuffer();
135 |
136 | // check buffer creation was successful
137 | if (_vbo == null) {
138 | console.log("Failed to generate VBO");
139 | return;
140 | }
141 |
142 | if (_vao == null) {
143 | console.log("Failed to generate VAO");
144 | return;
145 | }
146 |
147 | if (_eao == null) {
148 | console.log("Failed to generate EAO");
149 | return;
150 | }
151 | this.VBO = _vbo;
152 | this.VAO = _vao;
153 | this.EAO = _eao;
154 |
155 | // bind buffers
156 | gl.bindBuffer(gl.ARRAY_BUFFER, this.VBO);
157 |
158 | const mesh = BSPFace.verticesToMesh(this.vertices);
159 | // buffer vertex data
160 | gl.bufferData(gl.ARRAY_BUFFER,
161 | new Float32Array(mesh), gl.STATIC_DRAW);
162 |
163 | // create vertex position VAO
164 | gl.bindVertexArray(this.VAO);
165 | gl.vertexAttribPointer(
166 | POSITION_ATTRIB_LOCATION, // attribute location
167 | 3, // size of attribute (vec3)
168 | gl.FLOAT, // type of attribute is float
169 | false, // does not need to be normalized
170 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
171 | 0 // offset (start at beginnng of buffer)
172 | );
173 | gl.enableVertexAttribArray(POSITION_ATTRIB_LOCATION);
174 |
175 | // define normal VAO
176 | gl.vertexAttribPointer(
177 | NORMAL_ATTRIB_LOCATION, // attribute location
178 | 3, // size of attribute (vec3)
179 | gl.FLOAT, // type of attribute is float
180 | true, // does need to be normalized
181 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
182 | 12 // offset (start at beginnng of buffer)
183 | );
184 | gl.enableVertexAttribArray(NORMAL_ATTRIB_LOCATION);
185 |
186 | // enable fallbackColor
187 | gl.vertexAttribPointer(
188 | FALLBACK_COLOR_ATTRIB_LOCATION, // attribute location
189 | 4, // size of attribute (vec4)
190 | gl.FLOAT, // type of attribute is float
191 | false, // does need to be normalized
192 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
193 | 24 // offset (start at beginnng of buffer)
194 | );
195 | gl.enableVertexAttribArray(FALLBACK_COLOR_ATTRIB_LOCATION);
196 |
197 | // enable textureLoaded
198 | gl.vertexAttribPointer(
199 | TEXTURE_LOADED_ATTRIB_LOCATION, // attribute location
200 | 1, // size of attribute (int)
201 | gl.FLOAT, // type of attribute is int
202 | false, // does need to be normalized
203 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
204 | 40 // offset (start at beginnng of buffer)
205 | );
206 | gl.enableVertexAttribArray(TEXTURE_LOADED_ATTRIB_LOCATION);
207 |
208 | // define texcoord VAO
209 | gl.vertexAttribPointer(
210 | TEXCOORD_ATTRIB_LOCATION, // attribute location
211 | 2, // size of attribute (vec2)
212 | gl.FLOAT, // type of attribute is float
213 | false, // does not need to be normalized
214 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
215 | 44 // offset (start at beginnng of buffer)
216 | );
217 | gl.enableVertexAttribArray(TEXCOORD_ATTRIB_LOCATION);
218 |
219 | // define texIndex VAO
220 | gl.vertexAttribPointer(
221 | TEXINDEX_ATTRIB_LOCATION, // attribute location
222 | 1, // size of attribute int32
223 | gl.FLOAT, // type of attribute is ints
224 | false, // does not need to be normalized
225 | 56, // 0 = move forward size * sizeof(type) each iteration to get the next position
226 | 52 // offset (start at beginnng of buffer)
227 | );
228 | gl.enableVertexAttribArray(TEXINDEX_ATTRIB_LOCATION);
229 |
230 | // create EAO
231 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.EAO);
232 | gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
233 | new Uint32Array(this.indices),
234 | gl.STATIC_DRAW
235 | );
236 | }
237 |
238 | // public toString(indent = ""): string {
239 |
240 | // }
241 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/Tree.ts/BSPNode.ts:
--------------------------------------------------------------------------------
1 | import { IBSPTree } from "./IBSPTree";
2 | import { Plane } from "../../../../BSP/Structs/Plane";
3 | import { BSPFace } from "../BSPFace";
4 | import { Node } from "../../../../BSP/Structs/Node";
5 | import { BSP } from "../../../../BSP/BSP";
6 | import { LumpType } from "../../../../BSP/Lumps/LumpType";
7 | import { NodeLump } from "../../../../BSP/Lumps/NodeLump";
8 | import { PlaneLump } from "../../../../BSP/Lumps/PlaneLump";
9 | import { LeafLump } from "../../../../BSP/Lumps/LeafLump";
10 | import { BSPLeaf } from "./BSPLeaf";
11 | import { Visibility } from "../../IRenderable";
12 | import { BSPResourceManager } from "../../BSPResourceManager";
13 | import { CameraState } from "../../../Camera/CameraState";
14 | import { mat4 } from "gl-matrix";
15 |
16 | export class BSPNode implements IBSPTree {
17 | public isNode = true;
18 | public visibility = Visibility.Visible;
19 |
20 | public plane: Plane;
21 | public node: Node;
22 | public children: IBSPTree[] = [];
23 |
24 | public resourceManager: BSPResourceManager;
25 |
26 | constructor(node: Node, resourceManager: BSPResourceManager, modelMat: mat4) {
27 | this.node = node;
28 | this.resourceManager = resourceManager;
29 | const bsp = this.resourceManager.getBSP();
30 |
31 | const planeLump = bsp.readLump(LumpType.Planes) as PlaneLump;
32 | this.plane = planeLump.planes[this.node.planeNum];
33 |
34 | // determine children
35 | const leafLump = bsp.readLump(LumpType.Leafs) as LeafLump;
36 | const nodeLump = bsp.readLump(LumpType.Nodes) as NodeLump;
37 |
38 | // negative numbers are -(leafs + 1), not nodes
39 | // recursively will fill the bsp tree
40 | if (node.children[0] < 0) {
41 | this.children[0] = new BSPLeaf(leafLump.leaves[-(node.children[0] + 1)], this.resourceManager, modelMat);
42 | } else {
43 | this.children[0] = new BSPNode(nodeLump.nodes[node.children[0]], this.resourceManager, modelMat);
44 | }
45 | if (node.children[1] < 0) {
46 | this.children[1] = new BSPLeaf(leafLump.leaves[-(node.children[1] + 1)], this.resourceManager, modelMat);
47 | } else {
48 | this.children[1] = new BSPNode(nodeLump.nodes[node.children[1]], this.resourceManager, modelMat);
49 | }
50 | }
51 |
52 | public draw(gl: WebGL2RenderingContext, cameraState?: CameraState, renderModeOverride?: number) {
53 | if (this.visibility === Visibility.Hidden) {
54 | return;
55 | }
56 |
57 | // recursively walk bsp tree and render each node/leaf
58 | this.children[0].draw(gl, cameraState, renderModeOverride);
59 | this.children[1].draw(gl, cameraState, renderModeOverride);
60 | }
61 |
62 | // public toString(indent = ""): string {
63 |
64 | // }
65 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/Tree.ts/BSPTree.ts:
--------------------------------------------------------------------------------
1 | import { BSPNode } from "./BSPNode";
2 | import { BSPResourceManager } from "../../BSPResourceManager";
3 | import { mat4 } from "gl-matrix";
4 | import { Node } from "../../../../BSP/Structs/Node";
5 |
6 | export class BSPTree extends BSPNode {
7 | public headNode: Node;
8 |
9 | constructor(node: Node, resourceManager: BSPResourceManager, modelMat: mat4) {
10 | super(node, resourceManager, modelMat);
11 | this.headNode = node;
12 | }
13 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSP/Tree.ts/IBSPTree.ts:
--------------------------------------------------------------------------------
1 | import { IRenderable } from "../../IRenderable";
2 |
3 | export interface IBSPTree extends IRenderable {
4 | isNode: boolean;
5 | // toString(indent?: string): string;
6 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/BSPResourceManager.ts:
--------------------------------------------------------------------------------
1 | import { CreateShaderProgram } from "../Shaders/Shader";
2 | import { UniformLocations } from "../Shaders/UniformLocations";
3 | import { TextureDictionary } from "../Textures/TextureDictionary";
4 | import { BSP } from "../../BSP/BSP";
5 | import { ShaderSource } from "../Shaders/ShaderSource";
6 |
7 | export class BSPResourceManager {
8 | private gl: WebGL2RenderingContext;
9 | private textureDictionary: TextureDictionary;
10 | private bsp: BSP;
11 | private shaderPrograms: WebGLProgram[] = [];
12 |
13 | constructor(gl: WebGL2RenderingContext, bsp: BSP) {
14 | this.gl = gl;
15 | this.textureDictionary = new TextureDictionary(this.gl);
16 | this.bsp = bsp;
17 | }
18 |
19 | public getGLContext() {
20 | return this.gl;
21 | }
22 | public setGLContext(newContext: WebGL2RenderingContext) {
23 | this.gl = newContext;
24 | }
25 |
26 | public getTextureDictionary() {
27 | return this.textureDictionary;
28 | }
29 |
30 | public getBSP() {
31 | return this.bsp;
32 | }
33 |
34 | // all shader programs are stored in an array. This function will return the index for the position of that program
35 | public createShaderProgram(): number {
36 | const program = this.gl.createProgram();
37 | if (program === null) {
38 | throw new Error("Failed to create shader program");
39 | }
40 | this.shaderPrograms.push(program);
41 | return this.shaderPrograms.length - 1;
42 | }
43 |
44 | public getUniformLocations(index: number): UniformLocations {
45 | return new UniformLocations(this.gl, this.shaderPrograms[index]);
46 | }
47 |
48 | public getShaderProgram(index: number) {
49 | return this.shaderPrograms[index];
50 | }
51 |
52 | public addShaders(index: number, shaders: ShaderSource[]) {
53 | shaders.forEach((shader) => {
54 | this.gl.attachShader(this.shaderPrograms[index], shader.compileShader(this.gl));
55 | });
56 |
57 | this.gl.linkProgram(this.shaderPrograms[index]);
58 | // check for errors
59 | if (!this.gl.getProgramParameter(this.shaderPrograms[index], this.gl.LINK_STATUS)) {
60 | console.log("Unable to initialize shader program: " + this.gl.getProgramInfoLog(this.shaderPrograms[index]));
61 | return null;
62 | }
63 |
64 | }
65 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/IRenderable.ts:
--------------------------------------------------------------------------------
1 | import { CameraState } from "../Camera/CameraState";
2 |
3 | export interface IRenderable {
4 | visibility: Visibility;
5 | draw(gl: WebGL2RenderingContext, cameraState?: CameraState, renderTypeOverride?: number): void;
6 |
7 | // update(); TODO: for updating game state
8 | }
9 |
10 | export enum Visibility {
11 | Visible,
12 | Hidden,
13 | }
--------------------------------------------------------------------------------
/src/Rendering/RenderObjects/RenderObject.ts:
--------------------------------------------------------------------------------
1 | import { Vertex } from "../../Structs/Vertex";
2 | import { IRenderable, Visibility } from "./IRenderable";
3 | import { POSITION_ATTRIB_LOCATION } from "../Shaders/LayoutLocations";
4 | import { CameraState } from "../Camera/CameraState";
5 |
6 | export class RenderObject implements IRenderable {
7 | public visibility = Visibility.Visible;
8 | public VAO!: WebGLVertexArrayObject;
9 | public VBO!: WebGLBuffer;
10 |
11 | private verticeCount: number;
12 | private initialized = false;
13 | private renderType = WebGL2RenderingContext.POINTS;
14 |
15 | constructor(gl: WebGL2RenderingContext, vertices: Vertex[]) {
16 | this.verticeCount = vertices.length;
17 |
18 | // create buffers
19 | const _vbo = gl.createBuffer();
20 | const _vao = gl.createVertexArray();
21 |
22 | // check buffer creation was successful
23 | if (_vbo == null) {
24 | console.log("Failed to generate VBO");
25 | return;
26 | }
27 |
28 | if (_vao == null) {
29 | console.log("Failed to generate VAO");
30 | return;
31 | }
32 |
33 | this.VBO = _vbo;
34 | this.VAO = _vao;
35 |
36 | // bind buffers
37 | gl.bindBuffer(gl.ARRAY_BUFFER, this.VBO);
38 |
39 | // allocate buffer for all vertices and store them in it
40 | const vertexData = RenderObject.concatBuffers(vertices.map((a) => a.position));
41 |
42 | // buffer vertex data
43 | gl.bufferData(gl.ARRAY_BUFFER,
44 | vertexData, gl.STATIC_DRAW);
45 |
46 | // create vertex position VAO
47 | gl.bindVertexArray(this.VAO);
48 | gl.enableVertexAttribArray(POSITION_ATTRIB_LOCATION);
49 | gl.vertexAttribPointer(
50 | POSITION_ATTRIB_LOCATION, // attribute location
51 | 3, // size of attribute (vec3)
52 | gl.FLOAT, // type of attribute is float
53 | false, // does not need to be normalized
54 | 0, // 0 = move forward size * sizeof(type) each iteration to get the next position
55 | 0 // offset (start at beginnng of buffer)
56 | );
57 |
58 | this.initialized = true;
59 | }
60 |
61 | public bind(gl: WebGL2RenderingContext) {
62 |
63 | }
64 |
65 | public draw(gl: WebGL2RenderingContext, cameraState?: CameraState, renderTypeOverride?: number) {
66 | if (!this.initialized) {
67 | console.log("Cannot render object, not initialized");
68 | return;
69 | }
70 | if (this.visibility === Visibility.Hidden) {
71 | return;
72 | }
73 |
74 | gl.bindVertexArray(this.VAO);
75 |
76 | if (renderTypeOverride != null) {
77 | gl.drawArrays(renderTypeOverride, 0, this.verticeCount);
78 | } else {
79 | gl.drawArrays(this.renderType, 0, this.verticeCount);
80 | }
81 | }
82 |
83 | // source: https://stackoverflow.com/a/14089496
84 | // tslint:disable-next-line:member-ordering
85 | private static concatBuffers(buffers: Float32Array[]): Float32Array {
86 | // create array of buffer lengths
87 | const length = buffers.map((a) => a.length );
88 |
89 | // add up lengths of all buffers
90 | const bufOut = new Float32Array(length.reduce((a, b) => a + b, 0));
91 |
92 | for (let i = 0; i < buffers.length; i++) {
93 | // calculate offset from start
94 | const offset = RenderObject.sum(length.slice(0, i));
95 |
96 | // insert data starting at offset position
97 | bufOut.set(buffers[i], offset);
98 | }
99 |
100 | return bufOut;
101 | }
102 |
103 | // tslint:disable-next-line:member-ordering
104 | private static sum(array: number[]): number {
105 | // tslint:disable-next-line:only-arrow-functions
106 | return array.reduce((a, b) => a + b, 0);
107 | }
108 | }
--------------------------------------------------------------------------------
/src/Rendering/Shaders/LayoutLocations.ts:
--------------------------------------------------------------------------------
1 | export const POSITION_ATTRIB_LOCATION = 0;
2 | export const NORMAL_ATTRIB_LOCATION = 1;
3 | export const FALLBACK_COLOR_ATTRIB_LOCATION = 2;
4 | export const TEXTURE_LOADED_ATTRIB_LOCATION = 3;
5 | export const TEXCOORD_ATTRIB_LOCATION = 4;
6 | export const TEXINDEX_ATTRIB_LOCATION = 5;
--------------------------------------------------------------------------------
/src/Rendering/Shaders/Shader.ts:
--------------------------------------------------------------------------------
1 | import {ShaderSource} from "./ShaderSource";
2 |
3 | // export class ShaderProgram {
4 |
5 | // }
6 |
7 | export function CreateShaderProgram(gl: WebGL2RenderingContext, sourceShaders: ShaderSource[]): WebGLProgram | null {
8 | console.log("--Initializing Shaders--");
9 | console.log(" Number of shaders: " + sourceShaders.length);
10 |
11 | const compiledShaders: WebGLShader[] = [];
12 |
13 | // compile each shader and filter out those that failed
14 | sourceShaders.forEach((shader) => {
15 | const compiledShader = LoadShader(gl, shader);
16 | if (compiledShader != null) {
17 | compiledShaders.push(compiledShader);
18 | }
19 | });
20 |
21 | // attach shaders to the program
22 | const shaderProgram = gl.createProgram();
23 | compiledShaders.forEach((shader) => {
24 | gl.attachShader(shaderProgram, shader);
25 | });
26 |
27 | gl.linkProgram(shaderProgram);
28 |
29 | // check for errors
30 | if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
31 | console.log("Unable to initialize shader program: " + gl.getProgramInfoLog(shaderProgram));
32 | return null;
33 | }
34 |
35 | // cleanup
36 | // compiledShaders.forEach(shader => {
37 | // gl.detachShader(shaderProgram, shader);
38 | // });
39 |
40 | return shaderProgram;
41 | }
42 |
43 | export function LoadShader(gl: WebGL2RenderingContext, shaderSource: ShaderSource): WebGLShader | null {
44 | const shader: WebGLShader | null = gl.createShader(shaderSource.type);
45 |
46 | // compile shader
47 | gl.shaderSource(shader, shaderSource.source);
48 | gl.compileShader(shader);
49 |
50 | // check for errors
51 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
52 | console.log("----------Failed to compile shader----------\n" + shaderSource.source);
53 | console.log("Info log: " + gl.getShaderInfoLog(shader));
54 | gl.deleteShader(shader);
55 | return null;
56 | }
57 |
58 | return shader;
59 | }
60 |
61 | // function loadTextFile(url: string, callback: Function, gl: WebGLRenderingContext): void {
62 | // var request: XMLHttpRequest = new XMLHttpRequest();
63 | // request.open("GET", url, true);
64 | // request.addEventListener("load", function(): void {
65 | // callback(request.responseText, gl, urlToShaderType(url, gl));
66 | // });
67 | // request.send();
68 | // }
69 |
70 | // function urlToShaderType(url: string, gl: WebGLRenderingContext): GLenum | null {
71 | // // get extension
72 | // const extension: string | undefined = url.split(".").pop();
73 |
74 | // switch (extension) {
75 | // case "vert":
76 | // return gl.VERTEX_SHADER;
77 |
78 | // case "frag":
79 | // return gl.FRAGMENT_SHADER;
80 |
81 | // default:
82 | // return null;
83 | // }
84 | // }
--------------------------------------------------------------------------------
/src/Rendering/Shaders/ShaderSource.ts:
--------------------------------------------------------------------------------
1 | export class ShaderSource {
2 | public source: string;
3 | public type: GLenum;
4 |
5 | constructor(_source: string, _type: GLenum) {
6 | this.source = _source;
7 | this.type = _type;
8 | }
9 |
10 | public compileShader(gl: WebGL2RenderingContext) {
11 | const shader = gl.createShader(this.type);
12 |
13 | // compile shader
14 | gl.shaderSource(shader, this.source);
15 | gl.compileShader(shader);
16 |
17 | // check for errors
18 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
19 | console.log("----------Failed to compile shader----------\n" + this.source);
20 | console.log("Info log: " + gl.getShaderInfoLog(shader));
21 | gl.deleteShader(shader);
22 | throw new Error("Failed to compile shader");
23 | }
24 |
25 | return shader;
26 | }
27 | }
28 |
29 | export const VertShader: ShaderSource = new ShaderSource(
30 | `#version 300 es
31 |
32 | layout (location = 0) in vec4 a_position;
33 | layout (location = 1) in vec4 a_normal;
34 | layout (location = 2) in vec4 a_fallbackColor;
35 | layout (location = 3) in float a_textureLoaded;
36 | layout (location = 4) in vec2 a_texCoord;
37 | layout (location = 5) in float a_texIndex;
38 |
39 | uniform mat4 u_model_mat;
40 | uniform mat4 u_view_mat;
41 | uniform mat4 u_projection_mat;
42 |
43 | out highp vec4 v_norm;
44 | out highp vec4 v_fallbackColor;
45 | out highp vec2 v_uv;
46 |
47 | flat out int v_texIndex;
48 | flat out int v_textureLoaded;
49 |
50 | void main() {
51 | gl_Position = u_projection_mat * u_view_mat * u_model_mat * a_position;
52 |
53 | //temp
54 | gl_PointSize = 20.0;
55 |
56 | v_norm = a_normal;
57 | v_fallbackColor = a_fallbackColor;
58 | v_textureLoaded = int(a_textureLoaded);
59 | v_uv = a_texCoord;
60 | v_texIndex = int(a_texIndex);
61 |
62 | }`, WebGLRenderingContext.VERTEX_SHADER);
63 |
64 | export const FragShader: ShaderSource = new ShaderSource(
65 | `#version 300 es
66 | precision mediump float;
67 |
68 | uniform highp sampler2DArray u_texture_array;
69 |
70 | in highp vec4 v_norm;
71 | in highp vec4 v_fallbackColor;
72 | in highp vec2 v_uv;
73 |
74 |
75 | flat in int v_texIndex;
76 | flat in int v_textureLoaded;
77 |
78 | out vec4 fragColor;
79 |
80 | void main() {
81 | vec4 color = vec4(0.2, 0.2, 0.2, 1.0);
82 | vec4 ambientColor = vec4(0.1, 0.1, 0.1, 1.0);
83 |
84 | vec4 lightDir = vec4(0.707107, 0.707107, 0, 1.0);
85 |
86 | float intensity = clamp(dot(v_norm, lightDir), 0.0, 1.0);
87 | if (intensity > 0.0) {
88 | color += (ambientColor * intensity);
89 | }
90 |
91 | color = clamp(color, 0.0, 1.0);
92 | fragColor = v_fallbackColor + color;
93 |
94 | // if (v_textureLoaded > 0) {
95 | // fragColor = vec4(1, 0, 0, 1);
96 | // // z index of sampler2DArray is the layer
97 | // // fragColor = texture(u_texture_array, vec3(v_uv, v_texIndex)) + color;
98 | // } else {
99 | // fragColor = vec4(0, 0, 1, 1);
100 | // // fragColor = v_fallbackColor + color;
101 | // }
102 | }`, WebGLRenderingContext.FRAGMENT_SHADER);
--------------------------------------------------------------------------------
/src/Rendering/Shaders/UniformLocations.ts:
--------------------------------------------------------------------------------
1 | export class UniformLocations {
2 | public uModelMatLocation!: WebGLUniformLocation | null;
3 | public uViewMatLocation!: WebGLUniformLocation | null;
4 | public uProjectionMatrixLocation!: WebGLUniformLocation | null;
5 | public uTextureArrayLocation!: WebGLUniformLocation | null;
6 |
7 | constructor(gl: WebGL2RenderingContext, shaderProgram: WebGLProgram) {
8 | this.uModelMatLocation = gl.getUniformLocation(shaderProgram, "u_model_mat");
9 | this.uViewMatLocation = gl.getUniformLocation(shaderProgram, "u_view_mat");
10 | this.uProjectionMatrixLocation = gl.getUniformLocation(shaderProgram, "u_projection_mat");
11 | this.uTextureArrayLocation = gl.getUniformLocation(shaderProgram, "u_sampler");
12 | }
13 | }
--------------------------------------------------------------------------------
/src/Rendering/Textures/Texture.ts:
--------------------------------------------------------------------------------
1 | import { vec4 } from "gl-matrix";
2 |
3 | export class Texture {
4 | public name?: string;
5 | public id: number;
6 | public image: HTMLImageElement;
7 | public placeholderColor: vec4;
8 |
9 | constructor(gl: WebGL2RenderingContext, placeholderColor: vec4, id: number, name?: string) {
10 | this.placeholderColor = placeholderColor;
11 | this.id = id;
12 |
13 |
14 | this.image = new Image();
15 | if (name != null) {
16 | this.name = name;
17 | // TODO: construct url from name
18 | this.image.src = name + ".tga";
19 | }
20 |
21 | }
22 | }
--------------------------------------------------------------------------------
/src/Rendering/Textures/TextureDictionary.ts:
--------------------------------------------------------------------------------
1 | import { Texture } from "./Texture";
2 | import { addRange } from "../../Utils/AddRange";
3 |
4 | // a singleton to hold all of the textures
5 | export class TextureDictionary {
6 | private textures: Texture[] = [];
7 | private arrayTexture!: WebGLTexture;
8 | private readonly height = 256;
9 | private readonly width = 256;
10 | private readonly internalFormat = WebGL2RenderingContext.RGBA8;
11 | private currentArrayIndex: number = 0;
12 |
13 | constructor(gl: WebGL2RenderingContext) {
14 |
15 | const texture = gl.createTexture();
16 | if (texture === null) {
17 | console.log("Failed to create array texture");
18 | return;
19 | }
20 | gl.activeTexture(gl.TEXTURE0);
21 |
22 | this.arrayTexture = texture;
23 | gl.bindTexture(gl.TEXTURE_2D_ARRAY, texture);
24 | const mipmapLevels = 1; // mipmap level
25 | const maxLayers = 255; // TODO: increase? max supported layers are 255
26 |
27 | // create the array texture that will hold all of the other textures
28 | // textures are stored in the z axis of the texture
29 | // gl.texImage3D(gl.TEXTURE_2D_ARRAY, mipmapLevels, this.internalFormat, this.width, this.height, maxLayers,
30 | // 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0].fill(0, 0, this.width * this.height * maxLayers)));
31 | // 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(repeatArray([0, 0, 0, 0], this.width * this.height * maxLayers)));
32 |
33 | gl.texStorage3D(gl.TEXTURE_2D_ARRAY, mipmapLevels, this.internalFormat, this.width, this.height, maxLayers);
34 |
35 | gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
36 | gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
37 | gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.REPEAT);
38 | gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.REPEAT);
39 | }
40 |
41 | public addTexture(gl: WebGL2RenderingContext, texture: Texture): number {
42 | // make sure that texture is not already stored
43 | for (const key in this.textures) {
44 | if (this.textures.hasOwnProperty(key)) {
45 | if (texture.name === this.textures[key].name) {
46 | return this.textures[key].id;
47 | }
48 | }
49 | }
50 |
51 | gl.activeTexture(gl.TEXTURE0);
52 | gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.arrayTexture);
53 |
54 | texture.id = this.currentArrayIndex;
55 |
56 | if (texture.image != null) {
57 | texture.image.onload = () => {
58 | gl.texSubImage3D(gl.TEXTURE_2D,
59 | 0,
60 | 0, 0, texture.id,
61 | this.width, this.height, 1,
62 | gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
63 | };
64 | }
65 |
66 | this.textures.push(texture);
67 |
68 | this.currentArrayIndex++;
69 | return this.currentArrayIndex - 1;
70 | }
71 |
72 | public getTextureIndex(name: string): number {
73 | // tslint:disable-next-line:prefer-for-of
74 | for (let i = 0; i < this.textures.length; i++) {
75 | if (this.textures[i].name === name) {
76 | return this.textures[i].id;
77 | }
78 | }
79 |
80 | return -1;
81 | }
82 | }
83 |
84 | // from https://stackoverflow.com/a/50672288
85 | function repeatArray(array: T[], numTimesRepeat: number): T[] {
86 | const retArray: T[] = [];
87 | for (let i = 0; i < numTimesRepeat; i++) {
88 | addRange(retArray, array);
89 | }
90 | return retArray;
91 | }
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/src/Structs/Vertex.ts:
--------------------------------------------------------------------------------
1 | import {vec2, vec4, vec3} from "gl-matrix";
2 |
3 | export const TRUE = 1;
4 | export const FALSE = 0;
5 |
6 | export class Vertex {
7 | // public size = (3 + 4 + 4) * 4; // size of struct in bytes
8 |
9 | public position: vec3;
10 | public normal: vec3;
11 | public fallbackColor: vec4;
12 | public textureLoaded: number;
13 | public texCoord: vec2;
14 | public texIndex: number;
15 |
16 | constructor(_pos: vec3, _norm: vec3 = vec3.create(), fallbackColor = vec4.create(),
17 | textureLoaded = FALSE, texCoord: vec2 = vec2.fromValues(0, 1), texIndex = 255) {
18 | this.position = _pos;
19 | this.normal = _norm;
20 | this.fallbackColor = fallbackColor;
21 | this.textureLoaded = textureLoaded;
22 | this.texCoord = texCoord;
23 | this.texIndex = texIndex;
24 | }
25 | }
--------------------------------------------------------------------------------
/src/Utils/AddRange.ts:
--------------------------------------------------------------------------------
1 | export function addRange(arr1, arr2) {
2 | arr2.forEach((item) => {
3 | arr1.push(item);
4 | });
5 | }
--------------------------------------------------------------------------------
/src/Utils/KeyPress.ts:
--------------------------------------------------------------------------------
1 | export enum Key {
2 | A = "A",
3 | B = "B",
4 | C = "C",
5 | D = "D",
6 | E = "E",
7 | F = "F",
8 | G = "G",
9 | H = "H",
10 | I = "I",
11 | J = "J",
12 | K = "K",
13 | L = "L",
14 | M = "M",
15 | N = "N",
16 | O = "O",
17 | P = "P",
18 | Q = "Q",
19 | R = "R",
20 | S = "S",
21 | T = "T",
22 | U = "U",
23 | V = "V",
24 | W = "W",
25 | X = "X",
26 | Y = "Y",
27 | Z = "Z",
28 | Escape = "Escape",
29 | }
30 |
31 | export enum KeyModifier {
32 | Shift = "Shift",
33 | }
34 |
35 | export enum KeyState {
36 | Keyup,
37 | Keydown,
38 | }
39 |
40 | export class KeyPress {
41 | public key: Key | null;
42 | public state: KeyState | undefined | null;
43 | public modifier: KeyModifier | undefined | null;
44 |
45 | constructor(key: Key | null, state?: KeyState, modifier?: KeyModifier) {
46 | this.key = key;
47 | this.modifier = modifier;
48 | this.state = state;
49 | }
50 | }
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/src/Utils/LZMA/lzma.ts:
--------------------------------------------------------------------------------
1 | // export class LZMA {
2 |
3 | // }
--------------------------------------------------------------------------------
/src/Utils/LimitAngle.ts:
--------------------------------------------------------------------------------
1 | // limit angle between min and max
2 | export function limitAngle(angle: number, min: number, max: number) {
3 | if (angle < min) {
4 | return min;
5 | } else if (angle > max) {
6 | return max;
7 | } else {
8 | return angle;
9 | }
10 | }
--------------------------------------------------------------------------------
/src/Utils/MeshFactory.ts:
--------------------------------------------------------------------------------
1 | // import { Vertex } from "../Structs/Vertex";
2 | // import { vec3, vec4 } from "gl-matrix";
3 | export class MeshFactory {
4 |
5 | }
6 | // export class MeshFactory {
7 | // public static createSolidCube(SideLength: number = 10, color: vec4 = vec4.fromValues(1, 0, 0, 1)): Vertex[] {
8 | // const halfSideLength = SideLength / 2; // half side length, otherwise creates cube with 2x length requested
9 |
10 | // return [
11 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, -halfSideLength), color),
12 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, halfSideLength), color),
13 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, -halfSideLength), color),
14 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, -halfSideLength), color),
15 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, halfSideLength), color),
16 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, halfSideLength), color),
17 |
18 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, -halfSideLength), color),
19 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, -halfSideLength), color),
20 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, halfSideLength), color),
21 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, halfSideLength), color),
22 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, -halfSideLength), color),
23 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, halfSideLength), color),
24 |
25 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, -halfSideLength), color),
26 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, -halfSideLength), color),
27 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, halfSideLength), color),
28 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, halfSideLength), color),
29 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, -halfSideLength), color),
30 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, halfSideLength), color),
31 |
32 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, -halfSideLength), color),
33 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, halfSideLength), color),
34 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, -halfSideLength), color),
35 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, -halfSideLength), color),
36 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, halfSideLength), color),
37 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, halfSideLength), color),
38 |
39 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, -halfSideLength), color),
40 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, -halfSideLength), color),
41 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, -halfSideLength), color),
42 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, -halfSideLength), color),
43 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, -halfSideLength), color),
44 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, -halfSideLength), color),
45 |
46 | // new Vertex(vec3.fromValues(-halfSideLength, -halfSideLength, halfSideLength), color),
47 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, halfSideLength), color),
48 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, halfSideLength), color),
49 | // new Vertex(vec3.fromValues(-halfSideLength, halfSideLength, halfSideLength), color),
50 | // new Vertex(vec3.fromValues(halfSideLength, -halfSideLength, halfSideLength), color),
51 | // new Vertex(vec3.fromValues(halfSideLength, halfSideLength, halfSideLength), color)
52 | // ];
53 | // }
54 | // }
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/src/Utils/WrapAngle.ts:
--------------------------------------------------------------------------------
1 | // wrap angle between 0 and 360 degrees
2 | export function wrapAngle(angle: number) {
3 |
4 | while (angle >= 360) {
5 | angle -= 360;
6 | }
7 |
8 | while (angle < 0) {
9 | angle += 360;
10 | }
11 | return angle;
12 | }
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/src/Utils/ZipArray.ts:
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1 | // source https://gist.github.com/jonschlinkert/2c5e5cd8c3a561616e8572dd95ae15e3
2 | export function zip(a, b) {
3 | const arr: any[] = [];
4 | for (const key in a) {
5 | if (a.hasOwnProperty(key)) {
6 | arr.push([a[key], b[key]]);
7 | }
8 | }
9 | return arr;
10 | }
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/src/main.ts:
--------------------------------------------------------------------------------
1 | import { EngineCore } from "./Rendering/EngineCore";
2 | import { MeshFactory } from "./Utils/MeshFactory";
3 | import { RenderObject } from "./Rendering/RenderObjects/RenderObject";
4 | import { Vertex } from "./Structs/Vertex";
5 | import { vec4, vec3 } from "gl-matrix";
6 | import { BSP } from "./BSP/BSP";
7 | import { LumpType } from "./BSP/Lumps/LumpType";
8 | import { BSPMesh } from "./Rendering/RenderObjects/BSP/BSPMesh";
9 | import { DispInfoLump } from "./BSP/Lumps/DispInfoLump";
10 | import { FaceLump } from "./BSP/Lumps/FaceLump";
11 | import { DispVert } from "./BSP/Structs/DispVert";
12 | import { DispVertLump } from "./BSP/Lumps/DispVertLump";
13 | import { DispTrisLump } from "./BSP/Lumps/DispTrisLump";
14 | import { LeafLump } from "./BSP/Lumps/LeafLump";
15 |
16 | // export function so it can be called globally
17 | // @ts-ignore
18 | window.initWebGL = initWebGL;
19 |
20 | function initWebGL(): void {
21 | const bspRenderer = new BSPRenderer();
22 | }
23 |
24 | class BSPRenderer {
25 | public gl!: WebGL2RenderingContext | null;
26 | public renderer!: EngineCore;
27 |
28 | constructor() {
29 | const canvas: HTMLCanvasElement = document.getElementById("canvas") as HTMLCanvasElement;
30 | if (!canvas) {
31 | alert("Could not find canvas");
32 | return;
33 | }
34 |
35 | // get webgl2 context
36 | this.gl = canvas.getContext("webgl2");
37 |
38 | if (!this.gl) {
39 | alert("Unable to initialize WebGL2. Your browser may not support it.");
40 | return;
41 | }
42 |
43 | console.log("WebGL Version: " + this.gl.VERSION);
44 | console.log("WebGL Shader Language Version: " + this.gl.SHADING_LANGUAGE_VERSION);
45 |
46 | this.renderer = new EngineCore(this.gl);
47 | this.renderer.main();
48 |
49 | this.setupBtnListeners();
50 | }
51 |
52 | public setupBtnListeners() {
53 | // setup button listener for open file dialog
54 | const openBtn = document.getElementById("openBtn");
55 | if (openBtn == null) {
56 | console.log("Open button was null");
57 | return;
58 | }
59 | openBtn.addEventListener("click", this.openFileBtnCallback.bind(this), false);
60 |
61 | const fileDialog = document.getElementById("fileDialog") as HTMLInputElement;
62 | fileDialog.value = "";
63 |
64 | if (!fileDialog) {
65 | return;
66 | }
67 |
68 | if (fileDialog == null) {
69 | console.log("fileDialog was null");
70 | return;
71 | }
72 |
73 | // event that handles when file is selected
74 | fileDialog.addEventListener("change", () => {
75 | if (fileDialog.files == null) {
76 | console.log("selected files were null");
77 | return;
78 | }
79 |
80 | const file = fileDialog.files[0];
81 | if (file == null) {
82 | return;
83 | }
84 |
85 | // console.log(file);
86 | if (file.name.match(/.*\.(bsp)$/gm)) {
87 | const reader = new FileReader();
88 |
89 | reader.onload = this.readBSP.bind(this);
90 | reader.readAsArrayBuffer(file);
91 | } else {
92 | console.log("Only BSP files are supported");
93 | }
94 | }, false);
95 | }
96 |
97 | public openFileBtnCallback() {
98 | const fileDialog = document.getElementById("fileDialog") as HTMLInputElement;
99 |
100 | if (fileDialog == null) {
101 | console.log("fileDialog was null");
102 | return;
103 | }
104 |
105 | fileDialog.click();
106 | }
107 |
108 | public readBSP(e: FileReaderProgressEvent) {
109 | if (e.target == null) {
110 | throw new Error("BSP Read Error");
111 | }
112 | const bsp = new BSP(e.target.result);
113 |
114 | if (this.gl == null) {
115 | return;
116 | }
117 | // const lump = bsp.readLump(LumpType.Leafs) as LeafLump;
118 | // console.log(lump.toString());
119 | // bsp.printLumps();
120 | this.renderer.clearRenderObjects();
121 | this.renderer.addRenderableObject(new BSPMesh(this.gl, bsp));
122 | // start rendering frames
123 | this.renderer.renderFrame = true;
124 | }
125 | }
--------------------------------------------------------------------------------
/tsconfig.json:
--------------------------------------------------------------------------------
1 | {
2 | "compilerOptions": {
3 | /* Basic Options */
4 | "target": "es6",
5 | "module": "commonjs", /* Specify module code generation: 'none', 'commonjs', 'amd', 'system', 'umd', 'es2015', or 'ESNext'. */
6 | "noImplicitAny": false,
7 | // "moduleResolution": "node",
8 | // "watch": true,
9 | // "lib": [], /* Specify library files to be included in the compilation. */
10 | // "allowJs": true, /* Allow javascript files to be compiled. */
11 | // "checkJs": true, /* Report errors in .js files. */
12 | // "jsx": "preserve", /* Specify JSX code generation: 'preserve', 'react-native', or 'react'. */
13 | // "declaration": true, /* Generates corresponding '.d.ts' file. */
14 | "sourceMap": true, /* Generates corresponding '.map' file. */
15 | // "outFile": "../main.js", /* Concatenate and emit output to single file. */
16 | // "outDir": "../", /* Redirect output structure to the directory. */
17 | // "rootDir": "./", /* Specify the root directory of input files. Use to control the output directory structure with --outDir. */
18 | // "removeComments": true, /* Do not emit comments to output. */
19 | // "noEmit": true, /* Do not emit outputs. */
20 | // "importHelpers": true, /* Import emit helpers from 'tslib'. */
21 | // "downlevelIteration": true, /* Provide full support for iterables in 'for-of', spread, and destructuring when targeting 'ES5' or 'ES3'. */
22 | "isolatedModules": false, /* Transpile each file as a separate module (similar to 'ts.transpileModule'). */
23 |
24 | /* Strict Type-Checking Options */
25 | "strict": true, /* Enable all strict type-checking options. */
26 | // "noImplicitAny": true, /* Raise error on expressions and declarations with an implied 'any' type. */
27 | // "strictNullChecks": true, /* Enable strict null checks. */
28 | // "strictFunctionTypes": true, /* Enable strict checking of function types. */
29 | // "strictPropertyInitialization": true, /* Enable strict checking of property initialization in classes. */
30 | // "noImplicitThis": true, /* Raise error on 'this' expressions with an implied 'any' type. */
31 | // "alwaysStrict": true, /* Parse in strict mode and emit "use strict" for each source file. */
32 |
33 | /* Additional Checks */
34 | // "noUnusedLocals": true, /* Report errors on unused locals. */
35 | // "noUnusedParameters": true, /* Report errors on unused parameters. */
36 | // "noImplicitReturns": true, /* Report error when not all code paths in function return a value. */
37 | // "noFallthroughCasesInSwitch": true, /* Report errors for fallthrough cases in switch statement. */
38 |
39 | /* Module Resolution Options */
40 | // "moduleResolution": "node", /* Specify module resolution strategy: 'node' (Node.js) or 'classic' (TypeScript pre-1.6). */
41 | // "baseUrl": "./", /* Base directory to resolve non-absolute module names. */
42 | // "paths": {}, /* A series of entries which re-map imports to lookup locations relative to the 'baseUrl'. */
43 | // "rootDirs": [], /* List of root folders whose combined content represents the structure of the project at runtime. */
44 | "typeRoots": ["node_modules/@types/"], /* List of folders to include type definitions from. */
45 | // "types": [], /* Type declaration files to be included in compilation. */
46 | // "allowSyntheticDefaultImports": true, /* Allow default imports from modules with no default export. This does not affect code emit, just typechecking. */
47 | "esModuleInterop": true /* Enables emit interoperability between CommonJS and ES Modules via creation of namespace objects for all imports. Implies 'allowSyntheticDefaultImports'. */
48 | // "preserveSymlinks": true, /* Do not resolve the real path of symlinks. */
49 |
50 | /* Source Map Options */
51 | // "sourceRoot": "./", /* Specify the location where debugger should locate TypeScript files instead of source locations. */
52 | // "mapRoot": "./", /* Specify the location where debugger should locate map files instead of generated locations. */
53 | // "inlineSourceMap": true, /* Emit a single file with source maps instead of having a separate file. */
54 | // "inlineSources": true, /* Emit the source alongside the sourcemaps within a single file; requires '--inlineSourceMap' or '--sourceMap' to be set. */
55 |
56 | /* Experimental Options */
57 | // "experimentalDecorators": true, /* Enables experimental support for ES7 decorators. */
58 | // "emitDecoratorMetadata": true, /* Enables experimental support for emitting type metadata for decorators. */
59 | }
60 | }
--------------------------------------------------------------------------------
/tsconfig.watch.json:
--------------------------------------------------------------------------------
1 | {
2 | "compilerOptions": {
3 | /* Basic Options */
4 | "target": "es5",
5 | "module": "commonjs", /* Specify module code generation: 'none', 'commonjs', 'amd', 'system', 'umd', 'es2015', or 'ESNext'. */
6 | "noImplicitAny": false,
7 | // "moduleResolution": "node",
8 | // "watch": true,
9 | // "lib": [], /* Specify library files to be included in the compilation. */
10 | // "allowJs": true, /* Allow javascript files to be compiled. */
11 | // "checkJs": true, /* Report errors in .js files. */
12 | // "jsx": "preserve", /* Specify JSX code generation: 'preserve', 'react-native', or 'react'. */
13 | // "declaration": true, /* Generates corresponding '.d.ts' file. */
14 | "sourceMap": true, /* Generates corresponding '.map' file. */
15 | // "outFile": "../main.js", /* Concatenate and emit output to single file. */
16 | // "outDir": "../", /* Redirect output structure to the directory. */
17 | // "rootDir": "./", /* Specify the root directory of input files. Use to control the output directory structure with --outDir. */
18 | // "removeComments": true, /* Do not emit comments to output. */
19 | // "noEmit": true, /* Do not emit outputs. */
20 | // "importHelpers": true, /* Import emit helpers from 'tslib'. */
21 | // "downlevelIteration": true, /* Provide full support for iterables in 'for-of', spread, and destructuring when targeting 'ES5' or 'ES3'. */
22 | "isolatedModules": true, /* Transpile each file as a separate module (similar to 'ts.transpileModule'). */
23 |
24 | /* Strict Type-Checking Options */
25 | "strict": true, /* Enable all strict type-checking options. */
26 | // "noImplicitAny": true, /* Raise error on expressions and declarations with an implied 'any' type. */
27 | // "strictNullChecks": true, /* Enable strict null checks. */
28 | // "strictFunctionTypes": true, /* Enable strict checking of function types. */
29 | // "strictPropertyInitialization": true, /* Enable strict checking of property initialization in classes. */
30 | // "noImplicitThis": true, /* Raise error on 'this' expressions with an implied 'any' type. */
31 | // "alwaysStrict": true, /* Parse in strict mode and emit "use strict" for each source file. */
32 |
33 | /* Additional Checks */
34 | // "noUnusedLocals": true, /* Report errors on unused locals. */
35 | // "noUnusedParameters": true, /* Report errors on unused parameters. */
36 | // "noImplicitReturns": true, /* Report error when not all code paths in function return a value. */
37 | // "noFallthroughCasesInSwitch": true, /* Report errors for fallthrough cases in switch statement. */
38 |
39 | /* Module Resolution Options */
40 | // "moduleResolution": "node", /* Specify module resolution strategy: 'node' (Node.js) or 'classic' (TypeScript pre-1.6). */
41 | // "baseUrl": "./", /* Base directory to resolve non-absolute module names. */
42 | // "paths": {}, /* A series of entries which re-map imports to lookup locations relative to the 'baseUrl'. */
43 | // "rootDirs": [], /* List of root folders whose combined content represents the structure of the project at runtime. */
44 | "typeRoots": ["node_modules/@types/"], /* List of folders to include type definitions from. */
45 | // "types": [], /* Type declaration files to be included in compilation. */
46 | // "allowSyntheticDefaultImports": true, /* Allow default imports from modules with no default export. This does not affect code emit, just typechecking. */
47 | "esModuleInterop": true /* Enables emit interoperability between CommonJS and ES Modules via creation of namespace objects for all imports. Implies 'allowSyntheticDefaultImports'. */
48 | // "preserveSymlinks": true, /* Do not resolve the real path of symlinks. */
49 |
50 | /* Source Map Options */
51 | // "sourceRoot": "./", /* Specify the location where debugger should locate TypeScript files instead of source locations. */
52 | // "mapRoot": "./", /* Specify the location where debugger should locate map files instead of generated locations. */
53 | // "inlineSourceMap": true, /* Emit a single file with source maps instead of having a separate file. */
54 | // "inlineSources": true, /* Emit the source alongside the sourcemaps within a single file; requires '--inlineSourceMap' or '--sourceMap' to be set. */
55 |
56 | /* Experimental Options */
57 | // "experimentalDecorators": true, /* Enables experimental support for ES7 decorators. */
58 | // "emitDecoratorMetadata": true, /* Enables experimental support for emitting type metadata for decorators. */
59 | }
60 | }
--------------------------------------------------------------------------------
/tslint.json:
--------------------------------------------------------------------------------
1 | {
2 | "defaultSeverity": "error",
3 | "extends": [
4 | "tslint:recommended"
5 | ],
6 | "jsRules": {},
7 | "rules": {
8 | "no-empty": false,
9 | "indent": true,
10 | "variable-name": false,
11 | "no-console": false,
12 | "no-trailing-whitespace": false,
13 | "no-bitwise": false,
14 | "eofline": false,
15 | "no-consecutive-blank-lines": false,
16 | "ordered-imports": false,
17 | "max-classes-per-file": false,
18 | "trailing-comma": false,
19 | "member-ordering": false,
20 | "align": false,
21 | "prefer-for-of": false
22 | },
23 | "rulesDirectory": []
24 | }
--------------------------------------------------------------------------------