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hlbsp.js
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hlbsp.js
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/*
* Copyright (c) 2012 Michael Domanski
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
var LUMP_ENTITIES = 0,
LUMP_PLANES = 1,
LUMP_TEXTURES = 2,
LUMP_VERTEXES = 3,
LUMP_VISIBILITY = 4,
LUMP_NODES = 5,
LUMP_TEXINFO = 6,
LUMP_FACES = 7,
LUMP_LIGHTING = 8,
LUMP_CLIPNODES = 9,
LUMP_LEAFS = 10,
LUMP_MARKSURFACES = 11,
LUMP_EDGES = 12,
LUMP_SURFEDGES = 13,
LUMP_MODELS = 14,
HEADER_LUMPS = 15;
var MAXLIGHTMAPS = 4;
var MIPLEVELS = 4;
var MAX_MAP_HULLS = 4;
var VERTEX_SIZE = 7;
var STRIDE = VERTEX_SIZE * 4;
var LIGHTMAP_SIZE = 512;
var AMBIENT_WATER = 0,
AMBIENT_SKY = 1,
AMBIENT_SLIME = 2,
AMBIENT_LAVA = 3,
NUM_AMBIENTS = 4;
var Vector = Struct.create(
Struct.array("pos", Struct.float32(), 3)
);
var lump_t = Struct.create(
Struct.int32("offset"),
Struct.int32("length")
);
var header_t = Struct.create(
Struct.int32("version"),
Struct.array("lumps", lump_t, HEADER_LUMPS)
);
var edge_t = Struct.create(
Struct.uint16("nV1"), // index in vertex array
Struct.uint16("nV2")
);
var face_t = Struct.create(
Struct.uint16("nPlane"), // index in plane array
Struct.int16("cSide"), // 0 if face normal is same as plane normal
Struct.int32("nE1"), // index of first edge in face_edge array
Struct.int16("cEdges"),
Struct.int16("nTextureInfo"),
Struct.array("lightMapStyles", Struct.uint8(), MAXLIGHTMAPS),
Struct.int32("nLightMapOfs")
);
var plane_t = Struct.create(
Struct.array("fNormal", Struct.float32(), 3),
Struct.float32("fDistance"),
Struct.uint32("type")
);
var node_t = Struct.create(
Struct.uint32("nPlane"),
Struct.int16("nFront"),
Struct.int16("nBack"),
Struct.array("minBox", Struct.int16(), 3),
Struct.array("maxBox", Struct.int16(), 3),
Struct.uint16("nFirstFace"),
Struct.uint16("cFaces")
);
var leaf_t = Struct.create(
Struct.int32("contents"),
Struct.int32("ofsCluster"),
Struct.array("minBox", Struct.int16(), 3),
Struct.array("maxBox", Struct.int16(), 3),
Struct.uint16("nFirstFace"),
Struct.uint16("cFaces"),
Struct.array("ambient_level", Struct.uint8(), NUM_AMBIENTS)
);
var texInfo_t = Struct.create(
Struct.array("uAxis", Struct.float32(), 3),
Struct.float32("uOffset"),
Struct.array("vAxis", Struct.float32(), 3),
Struct.float32("vOffset"),
Struct.int32("nMipTex"),
Struct.int32("flags")
);
var texLump_t = Struct.create(
Struct.int32("nummiptex")
);
var mipTex_t = Struct.create(
Struct.string("szname", 16),
Struct.uint32("width"),
Struct.uint32("height"),
Struct.array("offsets", Struct.uint32(), MIPLEVELS)
);
var model_t = Struct.create(
Struct.array("mins", Struct.float32(), 3),
Struct.array("maxs", Struct.float32(), 3),
Struct.array("origin", Struct.float32(), 3),
Struct.array("headnode", Struct.int32(), MAX_MAP_HULLS),
Struct.int32("visleafs"),
Struct.int32("firstface"),
Struct.int32("numfaces")
);
var Entity =
{
model: null,
position: [0,0,0],
worldMatrix: []
};
/**
* Create a BSP level object
* @param filename
* @param [callback]
*/
var HLBSP = function(filename, callback)
{
this.bsp = {};
this.nullLightmap = null;
this.models = {};
this.entities = [];
this.map = null;
if (filename) this.load(filename);
}
HLBSP.Debug = false;
HLBSP.Textures = {}; // textures map that lasts through the sessions
HLBSP.ShowTextures = false;
HLBSP.prototype =
{
load: function(filename)
{
HLBSP.Debug && console.log("Loading map "+filename);
var map =
{
vertBuffer: gl.createBuffer(),
textures: [],
lightmap: null,
faces: []
};
var self = this;
// create default lightmap
this.nullLightmap = createSolidTexture(gl, [255,255,255,255]);
// download and parse level
var request = new XMLHttpRequest();
request.addEventListener("load", function()
{
if (request.status == 404)
{
console.error("Error while loading map '%s': 404", filename);
return;
}
self.parse(map, request.response);
});
request.open("GET", filename, true);
request.responseType = "arraybuffer";
request.send(null);
this.map = map;
},
parse: function(map, buffer, onload)
{
// load header
var header = header_t.readStructs(buffer, 0, 1)[0];
HLBSP.Debug && console.log("Header: ", header);
// load other lumps
var bsp =
{
vertices: this.parseLump(buffer, header.lumps[LUMP_VERTEXES], Vector),
edges: this.parseLump(buffer, header.lumps[LUMP_EDGES], edge_t),
faces: this.parseLump(buffer, header.lumps[LUMP_FACES], face_t),
texInfo: this.parseLump(buffer, header.lumps[LUMP_TEXINFO], texInfo_t),
nodes: this.parseLump(buffer, header.lumps[LUMP_NODES], node_t),
planes: this.parseLump(buffer, header.lumps[LUMP_PLANES], plane_t),
leafs: this.parseLump(buffer, header.lumps[LUMP_LEAFS], leaf_t),
models: this.parseLump(buffer, header.lumps[LUMP_MODELS], model_t)
};
this.bsp = bsp;
var surfEdgeLump = header.lumps[LUMP_SURFEDGES];
var lightingLump = header.lumps[LUMP_LIGHTING];
var leafFaceLump = header.lumps[LUMP_MARKSURFACES];
var entitiesLump = header.lumps[LUMP_ENTITIES];
var texturesLump = header.lumps[LUMP_TEXTURES];
bsp.surfEdges = new Int32Array(buffer, surfEdgeLump.offset, surfEdgeLump.length/4);
bsp.lighting = new Uint8Array(buffer, lightingLump.offset, lightingLump.length);
bsp.leafFaces = new Int16Array(buffer, leafFaceLump.offset, leafFaceLump.length/2);
var entBuf = new Uint8Array(buffer, entitiesLump.offset, entitiesLump.length);
bsp.entities = "";
for (var i=0; i<entitiesLump.length; i++)
bsp.entities += String.fromCharCode(entBuf[i]);
var view = new DataView(buffer, 0);
bsp.texData = texLump_t.readStructs(buffer, texturesLump.offset, 1)[0];
bsp.texOffsets = new Uint32Array(buffer, texturesLump.offset+4, bsp.texData.nummiptex);
bsp.mipTex = [];
for (var i=0; i<bsp.texData.nummiptex; i++)
{
var offset = texturesLump.offset + bsp.texOffsets[i];
var mipTex = mipTex_t.readStructs(buffer, offset, 1)[0];
bsp.mipTex.push(mipTex);
}
var self = this;
HLBSP.Debug && console.log(bsp);
HLBSP.Debug && console.log("Textures to be loaded: ",bsp.mipTex.length);
map.lightmapOffset = header.lumps[LUMP_LIGHTING].offset;
bsp.entities = this.parseEntities(bsp.entities);
this.spawnEntities(bsp.entities);
// Position the camera at player start entity
var playerStart = this.findEntity("info_player_start");
if (playerStart)
{
var org = playerStart.origin.split(/\s+/g);
game.cameraPosition[0] = -parseFloat(org[0]);
game.cameraPosition[1] = -parseFloat(org[1]);
game.cameraPosition[2] = -parseFloat(org[2]) - 32;
game.zAngle = ((-parseFloat(playerStart["angle"]) + 90 ) * Math.PI/180) || 0;
HLBSP.Debug && console.log("Player start: ", org);
}
this.loadTextures(bsp.texInfo, function(tex)
{
map.textures = bsp.mipTex;
self.compile(bsp, map, buffer);
onload && onload(map);
});
},
parseLump: function(buffer, lump, struct)
{
//HLBSP.Debug && console.log(lump.offset, lump.length, struct.byteLength)
return struct.readStructs(buffer, lump.offset, lump.length/struct.byteLength);
},
loadTextures: function(texInfos, callback)
{
var world = this.findEntity("worldspawn");
if (!world) throw "Error: Unable to find WAD file in entity list";
var toLoad = [];
for (var i=0; i<this.bsp.mipTex.length; i++)
{
var tex = this.bsp.mipTex[i];
if (HLBSP.Textures[tex.szname])
{
createTexture(HLBSP.Textures[tex.szname].image, tex.szname);
continue;
}
toLoad.push(tex.szname);
}
var self = this;
var loaded = 0;
function createTexture(image, name)
{
var log2 = Math.log(2);
var pow2 = Math.ceil(Math.log(image.width) / log2);
var newWidth = Math.pow(2, pow2);
pow2 = Math.ceil(Math.log(image.height) / log2);
var newHeight = Math.pow(2, pow2);
var cv = document.createElement("canvas");
var cvctx = cv.getContext("2d");
cv.width = newWidth;
cv.height = newHeight;
cvctx.drawImage(image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight);
var idata = cvctx.getImageData(0, 0, newWidth, newHeight);
var data = new Uint8Array(idata.data);
for (var i=0; i<data.length; i+=4)
{
if (data[i] < 30 && data[i+1] < 30 && data[i+2] > 125) // TODO: detect blue mask in JPEGs
{
data[i+3] = 0;
}
}
var texture =
{
image: image,
width: newWidth,
height: newHeight,
texture: gl.createTexture(),
translucent: name == "aaatrigger"
};
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, newWidth,newHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
HLBSP.Textures[name] = texture;
if (HLBSP.ShowTextures) document.body.appendChild(cv);
}
function finish()
{
HLBSP.Debug && console.log("Finished loading all images");
for (var i=0; i<self.bsp.mipTex.length; i++)
self.bsp.mipTex[i].image = HLBSP.Textures[self.bsp.mipTex[i].szname];
$("#loading").hide();
}
if (toLoad.length == 0)
{
finish();
}
else
{
$.each(toLoad, function(i, name)
{
var path = "data/textures/_"+toLoad[i]+".jpg";
var img = new Image();
img.addEventListener("load", function()
{
createTexture(img, name);
if (++loaded == toLoad.length)
{
finish();
}
});
img.addEventListener("error", function(err)
{
console.error(err);
img.src = "data/textures/_BLACK.jpg";
return true;
});
img.src = path;
});
}
callback(); // Proceed right away, load textures asynchronously
},
parseEntities: function(buffer)
{
var entities = [];
var entries = buffer.match(/{[^}]+}/g);
for (var i=0; i<entries.length; i++)
{
var entry = entries[i];
var match = entry.match(/\"([^\"]+)\"/g);
var entity = {};
for (var j=0; j<match.length/2; j++)
entity[match[j*2].replace(/\"/g,"")] = match[j*2+1].replace(/\"/g,"");
HLBSP.Debug && console.log(entity)
entities.push(entity);
}
return entities;
},
spawnEntities: function(entities, callback)
{
HLBSP.Debug && console.log("Spawning entities");
var modelsToLoad = {};
// Get names of all used entities
for (var i=0; i<entities.length; i++)
{
var e = entities[i];
var name = e["classname"];
var type = Entities[name];
if (!type || !type.model) continue;
modelsToLoad[type.model] = true;
}
// Load all entities
var paths = Object.keys(modelsToLoad);
var counter = paths.length;
var self = this;
for (var i=0; i<paths.length; i++)
{
self.models[paths[i]] = new HLMDL("models/"+paths[i], function()
{
if (--counter == 0)
{
HLBSP.Debug && console.log("Loaded all models", self.models);
for (var i=0; i<entities.length; i++)
{
var e = entities[i];
var name = e["classname"];
var type = Entities[name];
if (!type || !type.model) continue;
var pos = e["origin"].split(/\s+/);
var ent =
{
model: self.models[type.model],
position: [
parseFloat(pos[0]),
parseFloat(pos[1]),
parseFloat(pos[2])
],
angle: parseFloat(e["angle"]) || 0
};
HLBSP.Debug && console.log("Creating entity: ", ent);
self.entities.push(ent);
}
callback && callback();
}
});
}
},
findEntity: function(classname)
{
for (var i=0; i<this.bsp.entities.length; i++)
if (this.bsp.entities[i].classname == classname)
return this.bsp.entities[i];
},
initLightmap: function()
{
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, LIGHTMAP_SIZE, LIGHTMAP_SIZE, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
var whitePixel = new Uint8Array([255, 255, 255, 255]);
gl.texSubImage2D(gl.TEXTURE_2D, 0, LIGHTMAP_SIZE - 1, LIGHTMAP_SIZE - 1, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, whitePixel);
return {
texture: texture,
root:
{
x: 0, y: 0,
width: LIGHTMAP_SIZE, height: LIGHTMAP_SIZE
}
}
},
getLightmapDimensions: function(faceVerts)
{
var min_u = Math.floor(faceVerts[0].uv[0]);
var min_v = Math.floor(faceVerts[0].uv[1]);
var max_u = Math.floor(faceVerts[0].uv[0]);
var max_v = Math.floor(faceVerts[0].uv[1]);
for (var i = 1; i < faceVerts.length; ++i)
{
var faceVert = faceVerts[i];
if (Math.floor(faceVert.uv[0]) < min_u)
min_u = Math.floor(faceVert.uv[0]);
if (Math.floor(faceVert.uv[1]) < min_v)
min_v = Math.floor(faceVert.uv[1]);
if (Math.floor(faceVert.uv[0]) > max_u)
max_u = Math.floor(faceVert.uv[0]);
if (Math.floor(faceVert.uv[1]) > max_v)
max_v = Math.floor(faceVert.uv[1]);
}
return {
width: Math.ceil(max_u / 16) - Math.floor(min_u / 16) + 1,
height: Math.ceil(max_v / 16) - Math.floor(min_v / 16) + 1,
min_u: Math.floor(min_u),
min_v: Math.floor(min_v)
};
},
allocateLightmapRect: function(node, width, height)
{
if (node.nodes)
{
var ret = this.allocateLightmapRect(node.nodes[0], width, height);
if (ret) return ret;
return this.allocateLightmapRect(node.nodes[1], width, height);
}
if (node.filled) return null;
if (node.width < width || node.height < height) return null;
if (node.width == width && node.height == height)
{
node.filled = true;
return node;
}
var nodes;
if ((node.width - width) > (node.height - height))
{
nodes = [{
x: node.x,
y: node.y,
width: width,
height: node.height
}, {
x: node.x + width,
y: node.y,
width: node.width - width,
height: node.height
}];
} else {
nodes = [{
x: node.x,
y: node.y,
width: node.width,
height: height
}, {
x: node.x,
y: node.y + height,
width: node.width,
height: node.height - height
}];
}
node.nodes = nodes;
return this.allocateLightmapRect(node.nodes[0], width, height);
},
readLightmap: function(lightmap, offset, width, height, buffer)
{
if (height <= 0 || width <= 0) return null;
var node = this.allocateLightmapRect(lightmap.root, width, height);
if (node)
{
var byteCount = width * height * 4;
var bytes = new Uint8Array(byteCount);
var curByte = 0;
var rgb = new Uint8Array(buffer, offset, width * height * 3);
for (var i=0; i<width * height; i++)
{
bytes[curByte++] = rgb[i*3+0];
bytes[curByte++] = rgb[i*3+1];
bytes[curByte++] = rgb[i*3+2];
bytes[curByte++] = 255;
}
gl.bindTexture(gl.TEXTURE_2D, lightmap.texture);
gl.texSubImage2D(gl.TEXTURE_2D, 0, node.x, node.y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, bytes);
}
return node;
},
processLightmap: function(lightmap, faceVerts, texInfo, offset, buffer)
{
var size = this.getLightmapDimensions(faceVerts);
var rect = this.readLightmap(lightmap, offset, size.width, size.height, buffer);
if (rect)
{
for (var i=0; i<faceVerts.length; i++)
{
var faceVert = faceVerts[i];
var s = (vec3.dot(faceVert.pos, texInfo.uAxis) + texInfo.uOffset) - size.min_u;
s += (rect.x * 16) + 8;
s /= LIGHTMAP_SIZE * 16;
var t = (vec3.dot(faceVert.pos, texInfo.vAxis) + texInfo.vOffset) - size.min_v;
t += (rect.y * 16) + 8;
t /= LIGHTMAP_SIZE * 16;
faceVert.luv = [s, t];
}
}
},
compile: function(bsp, map, buffer)
{
HLBSP.Debug && console.log("Compiling map");
var vertsByTexture = new Array(map.textures.length);
var edgeIndex, v, vert0, vert1, vert2;
var lightmap = this.initLightmap();
for (var i=0; i<bsp.faces.length; i++)
{
var face = bsp.faces[i];
var texInfo = bsp.texInfo[face.nTextureInfo];
if (!texInfo)
{
console.error("Face ",face," has invalid texInfo");
continue;
}
// TODO: check if sky
var faceVerts = [];
var texVerts = vertsByTexture[texInfo.nMipTex];
if (!texVerts)
texVerts = vertsByTexture[texInfo.nMipTex] = [];
var verts = [];
var edges = [];
for (var e=0; e<face.cEdges; e++)
edges.push(bsp.surfEdges[face.nE1+e]);
// vertex 0
edgeIndex = edges[0];
v = edgeIndex > 0 ? "nV1" : "nV2";
verts.push(vert0 = bsp.vertices[bsp.edges[Math.abs(edgeIndex)][v]].pos);
var uv0 = [
vec3.dot(vert0, texInfo.uAxis) + texInfo.uOffset, vec3.dot(vert0, texInfo.vAxis) + texInfo.vOffset];
// vertex 1
edgeIndex = edges[1];
v = edgeIndex > 0 ? "nV1" : "nV2";
verts.push(vert1 = bsp.vertices[bsp.edges[Math.abs(edgeIndex)][v]].pos);
var uv1 = [
vec3.dot(vert1, texInfo.uAxis) + texInfo.uOffset, vec3.dot(vert1, texInfo.vAxis) + texInfo.vOffset];
// rest of the vertices, start creating triangles
for (var j=2; j<edges.length; j++)
{
edgeIndex = edges[j];
v = edgeIndex > 0 ? "nV1" : "nV2";
verts.push(vert2 = bsp.vertices[bsp.edges[Math.abs(edgeIndex)][v]].pos);
var uv2 = [
vec3.dot(vert2, texInfo.uAxis) + texInfo.uOffset, vec3.dot(vert2, texInfo.vAxis) + texInfo.vOffset];
faceVerts.push({
pos: vert0,
uv: uv0,
luv: [0.999,0.999]
});
faceVerts.push({
pos: vert1,
uv: uv1,
luv: [0.999,0.999]
});
faceVerts.push({
pos: vert2,
uv: uv2,
luv: [0.999,0.999]
});
//HLBSP.Debug && console.log(uv2)
vert1 = vert2;
uv1 = uv2;
}
if (texInfo.flags == 0)
this.processLightmap(lightmap, faceVerts, texInfo, map.lightmapOffset + face.nLightMapOfs, buffer);
for (var j=0; j<faceVerts.length; j++)
texVerts.push(faceVerts[j]);
map.faces.push({ imageIdx: texInfo.nMipTex });
}
gl.bindTexture(gl.TEXTURE_2D, lightmap.texture);
gl.generateMipmap(gl.TEXTURE_2D);
map.lightmap = lightmap.texture;
map.vertCount = verts.length / VERTEX_SIZE;
var glArray = this.fillBuffer(map.textures, vertsByTexture);
// fill vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, map.vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, glArray, gl.STATIC_DRAW);
},
fillBuffer: function(textures, texVerts)
{
var offset = 0;
var totalCount = 0;
for (var i=0; i<texVerts.length; i++)
if (texVerts[i]) totalCount += texVerts[i].length * VERTEX_SIZE;
var glArray = new Float32Array(totalCount);
for (var i=0; i<texVerts.length; i++)
{
if (!texVerts[i]) continue;
var verts = texVerts[i];
var texture = textures[i];
texture.vertOffset = offset / VERTEX_SIZE;
texture.vertCount = verts.length;
//HLBSP.Debug && console.log(verts.length, texture.vertOffset, texture.vertCount, texture.width, texture.height)
for (var j=0; j<verts.length; j++)
{
var vert = verts[j];
// position
glArray[offset++] = vert.pos[0];
glArray[offset++] = vert.pos[1];
glArray[offset++] = vert.pos[2];
// uv
glArray[offset++] = vert.uv[0] / texture.width;
glArray[offset++] = vert.uv[1] / texture.height;
// lightmap uv
glArray[offset++] = vert.luv[0];
glArray[offset++] = vert.luv[1];
}
}
return glArray;
},
drawEntities: function(shader)
{
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.nullLightmap);
gl.uniform1i(shader.uniform.lightmap, 0);
for (var i=0; i<this.entities.length; i++)
{
var e = this.entities[i];
var modelViewMat = mat4.create();
mat4.identity(modelViewMat);
mat4.rotateX(modelViewMat, game.xAngle-Math.PI/2);
mat4.rotateZ(modelViewMat, game.zAngle);
mat4.translate(modelViewMat, game.cameraPosition);
mat4.translate(modelViewMat, e.position);
mat4.rotateZ(modelViewMat, e.angle*Math.PI/2);
gl.uniformMatrix4fv(shader.uniform.modelViewMat, false, modelViewMat);
e.model.draw(shader);
}
},
draw: function(shader)
{
var map = this.map;
// Enable vertex arrays
gl.enableVertexAttribArray(shader.attribute.position);
gl.enableVertexAttribArray(shader.attribute.texCoord);
gl.enableVertexAttribArray(shader.attribute.texCoord2);
gl.enable(gl.CULL_FACE);
if (map.vertBuffer != null)
{
// Bind the vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, map.vertBuffer);
gl.vertexAttribPointer(shader.attribute.position, 3, gl.FLOAT, false, STRIDE, 0);
gl.vertexAttribPointer(shader.attribute.texCoord, 2, gl.FLOAT, false, STRIDE, 3 * 4);
gl.vertexAttribPointer(shader.attribute.texCoord2, 2, gl.FLOAT, false, STRIDE, 5 * 4);
if (shader.uniform.diffuse)
gl.uniform1i(shader.uniform.diffuse, 0);
if (shader.uniform.lightmap)
{
// Bind the lightmap texture (shared by all faces)
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, map.lightmap);
gl.uniform1i(shader.uniform.lightmap, 1);
}
gl.uniform1f(shader.uniform.alpha, 1.0);
// Since faces are sorted by texture, we loop through all textures in the map
for (var i = 0; i < map.textures.length; ++i)
{
var texture = map.textures[i];
if (!texture.vertCount || !texture.image) continue;
//HLBSP.Debug && console.log(shader.uniform.alpha)
if (texture.image.translucent) continue;
// Bind the texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture.image.texture);
// Draw all faces for this texture (brute force, no visibility checks)
gl.drawArrays(gl.TRIANGLES, texture.vertOffset, texture.vertCount);
}
// Draw translucent entities
/*gl.uniform1f(shader.uniform.alpha, 0.1);
// draw translucent
for (var i = 0; i < map.textures.length; ++i)
{
var texture = map.textures[i];
if (!texture.vertCount) continue;
//HLBSP.Debug && console.log(shader.uniform.alpha)
if (!texture.image.translucent) continue;
// Bind the texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture.image.texture);
// Draw all faces for this texture (brute force, no visibility checks)
gl.drawArrays(gl.TRIANGLES, texture.vertOffset, texture.vertCount);
}
gl.uniform1f(shader.uniform.alpha, 1.0);*/
}
}
};