mdx-m3-viewer
Version:
A browser WebGL model viewer. Mainly focused on models of the games Warcraft 3 and Starcraft 2.
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text/typescript
import { vec3 } from 'gl-matrix';
import unique from '../../../common/arrayunique';
import urlWithParams from '../../../common/urlwithparams';
import { FetchDataTypeName } from '../../../common/fetchdatatype';
import { MappedData } from '../../../utils/mappeddata';
import War3Map from '../../../parsers/w3x/map';
import War3MapW3i from '../../../parsers/w3x/w3i/file';
import War3MapW3e from '../../../parsers/w3x/w3e/file';
import Corner from '../../../parsers/w3x/w3e/corner';
import War3MapDoo from '../../../parsers/w3x/doo/file';
import War3MapUnitsDoo from '../../../parsers/w3x/unitsdoo/file';
import ModelViewer from '../../viewer';
import ShaderProgram from '../../gl/program';
import Scene from '../../scene';
import Grid from '../../grid';
import { PathSolver } from '../../handlerresource';
import Texture from '../../texture';
import mdxHandler from '../mdx/handler';
import MdxModel from '../mdx/model';
import MdxModelInstance from '../mdx/modelinstance';
import getCliffVariation from './variations';
import TerrainModel from './terrainmodel';
import randomStandSequence from './standsequence';
import Unit from './unit';
import Doodad from './doodad';
import TerrainDoodad from './terraindoodad';
import groundVert from './shaders/ground.vert';
import groundFrag from './shaders/ground.frag';
import waterVert from './shaders/water.vert';
import waterFrag from './shaders/water.frag';
import cliffsVert from './shaders/cliffs.vert';
import cliffsFrag from './shaders/cliffs.frag';
const normalHeap1 = vec3.create();
const normalHeap2 = vec3.create();
export default class War3MapViewer extends ModelViewer {
wc3PathSolver: PathSolver;
solverParams: { tileset?: string, reforged?: boolean, hd?: boolean } = {};
groundShader: ShaderProgram | null;
waterShader: ShaderProgram | null;
cliffShader: ShaderProgram | null;
worldScene: Scene;
waterIndex: number = 0;
waterIncreasePerFrame: number = 0;
waterHeightOffset: number = 0;
waterTextures: Texture[] = [];
maxDeepColor: Float32Array = new Float32Array(4);
minDeepColor: Float32Array = new Float32Array(4);
maxShallowColor: Float32Array = new Float32Array(4);
minShallowColor: Float32Array = new Float32Array(4);
anyReady: boolean = false;
terrainCliffsAndWaterLoaded: boolean = false;
terrainData: MappedData = new MappedData();
cliffTypesData: MappedData = new MappedData();
waterData: MappedData = new MappedData();
terrainReady: boolean = false;
cliffsReady: boolean = false;
doodadsAndDestructiblesLoaded: boolean = false;
doodadsData: MappedData = new MappedData();
doodadMetaData: MappedData = new MappedData();
destructableMetaData: MappedData = new MappedData();
doodads: Doodad[] = [];
terrainDoodads: any[] = [];
doodadsReady: boolean = false;
unitsAndItemsLoaded: boolean = false;
unitsData: MappedData = new MappedData();
unitMetaData: MappedData = new MappedData();
units: Unit[] = [];
unitsReady: boolean = false;
tilesetTextures: Texture[] = [];
cliffTextures: Texture[] = [];
cliffModels: TerrainModel[] = [];
mapMpq: War3Map | null = null;
mapPathSolver: PathSolver | null = null;
corners: Corner[][] = [];
centerOffset: Float32Array = new Float32Array(2);
mapSize: Int32Array = new Int32Array(2);
tilesets: any[] = [];
blightTextureIndex: number = -1;
cliffTilesets: any[] = [];
columns: number = 0;
rows: number = 0;
vertexBuffer: WebGLBuffer | null = null;
faceBuffer: WebGLBuffer | null = null;
instanceBuffer: WebGLBuffer | null = null;
textureBuffer: WebGLBuffer | null = null;
variationBuffer: WebGLBuffer | null = null;
waterBuffer: WebGLBuffer | null = null;
heightMap: WebGLTexture | null = null;
waterHeightMap: WebGLTexture | null = null;
cliffHeightMap: WebGLTexture | null = null;
constructor(canvas: HTMLCanvasElement, wc3PathSolver: PathSolver) {
super(canvas);
let webgl = this.webgl;
// Data textures.
if (!webgl.ensureExtension('OES_texture_float')) {
throw new Error('War3MapViewer: No float texture support!');
}
// Optionally used for cliff renering.
if (!webgl.ensureExtension('OES_vertex_array_object')) {
console.warn('War3MapViewer: No vertex array object support! This might reduce performance.');
}
this.on('error', (target, error, reason) => console.error(target, error, reason));
this.addHandler(mdxHandler);
this.wc3PathSolver = wc3PathSolver;
this.groundShader = this.webgl.createShaderProgram(groundVert, groundFrag);
this.waterShader = this.webgl.createShaderProgram(waterVert, waterFrag);
this.cliffShader = this.webgl.createShaderProgram(cliffsVert, cliffsFrag);
this.worldScene = this.addScene();
let terrain = this.loadMapGeneric('TerrainArt\\Terrain.slk', 'text');
let cliffTypes = this.loadMapGeneric('TerrainArt\\CliffTypes.slk', 'text');
let water = this.loadMapGeneric('TerrainArt\\Water.slk', 'text');
this.whenLoaded([terrain, cliffTypes, water], () => {
this.terrainCliffsAndWaterLoaded = true;
this.terrainData.load(terrain.data);
this.cliffTypesData.load(cliffTypes.data);
this.waterData.load(water.data);
this.emit('terrainloaded');
})
let doodads = this.loadMapGeneric('Doodads\\Doodads.slk', 'text');
let doodadMetaData = this.loadMapGeneric('Doodads\\DoodadMetaData.slk', 'text');
let destructableData = this.loadMapGeneric('Units\\DestructableData.slk', 'text');
let destructableMetaData = this.loadMapGeneric('Units\\DestructableMetaData.slk', 'text');
this.whenLoaded([doodads, doodadMetaData, destructableData, destructableMetaData], () => {
this.doodadsAndDestructiblesLoaded = true;
this.doodadsData.load(doodads.data);
this.doodadMetaData.load(doodadMetaData.data);
this.doodadsData.load(destructableData.data);
this.destructableMetaData.load(destructableMetaData.data);
this.emit('doodadsloaded');
});
let unitData = this.loadMapGeneric('Units\\UnitData.slk', 'text');
let unitUi = this.loadMapGeneric('Units\\unitUI.slk', 'text');
let itemData = this.loadMapGeneric('Units\\ItemData.slk', 'text');
let unitMetaData = this.loadMapGeneric('Units\\UnitMetaData.slk', 'text');
this.whenLoaded([unitData, unitUi, itemData, unitMetaData], () => {
this.unitsAndItemsLoaded = true;
this.unitsData.load(unitData.data);
this.unitsData.load(unitUi.data);
this.unitsData.load(itemData.data);
this.unitMetaData.load(unitMetaData.data);
this.emit('unitsloaded');
});
}
load(src: any) {
return super.load(src, <PathSolver>this.mapPathSolver, this.solverParams);
}
loadMapGeneric(path: string, dataType: FetchDataTypeName) {
return super.loadGeneric(urlWithParams(this.wc3PathSolver(path)[0], this.solverParams), dataType);
}
/**
* Load a map from a buffer.
*/
async loadMap(buffer: ArrayBuffer) {
let promise = this.promise();
// Readonly mode to optimize memory usage.
let mapMpq = new War3Map(buffer, true);
this.mapMpq = mapMpq;
let wc3PathSolver = this.wc3PathSolver;
let tileset = 'A';
let w3iFile = mapMpq.get('war3map.w3i');
if (w3iFile) {
let w3iBuffer = w3iFile.arrayBuffer();
if (w3iBuffer) {
let w3i = new War3MapW3i(w3iBuffer);
tileset = w3i.tileset;
} else {
console.warn(`Attempted to load war3map.w3i but it couldn't be decoded. Using default tileset A.`);
}
} else {
console.warn(`Attempted to load war3map.w3i but it's not there. Using default tileset A.`);
}
this.emit('maploaded');
this.solverParams.tileset = tileset.toLowerCase();
this.mapPathSolver = (path, params) => {
// MPQ paths have backwards slashes...always? Don't know.
let mpqPath = path.replace(/\//g, '\\');
// If the file is in the map, return it.
let file = mapMpq.get(mpqPath);
if (file) {
return [file.arrayBuffer(), path.substr(path.lastIndexOf('.')), false];
}
// Try to get the file from the server.
return wc3PathSolver(path, params);
};
let w3eFile = mapMpq.get('war3map.w3e');
if (w3eFile) {
let w3eBuffer = w3eFile.arrayBuffer();
if (w3eBuffer) {
let w3e = new War3MapW3e(w3eBuffer);
let centerOffset = w3e.centerOffset;
let mapSize = w3e.mapSize;
this.corners = w3e.corners;
this.centerOffset.set(centerOffset);
this.mapSize.set(mapSize);
// Override the grid based on the map.
this.worldScene.grid = new Grid(centerOffset[0], centerOffset[1], mapSize[0] * 128 - 128, mapSize[1] * 128 - 128, 16 * 128, 16 * 128);
this.emit('tilesetloaded');
if (this.terrainCliffsAndWaterLoaded) {
this.loadTerrainCliffsAndWater(w3e);
} else {
this.once('terrainloaded', () => this.loadTerrainCliffsAndWater(w3e));
}
} else {
console.warn(`Attempted to load war3map.w3e but it couldn't be decoded. Terrain won't be rendered.`);
}
} else {
console.warn(`Attempted to load war3map.w3e but it's not there. Terrain won't be rendered.`);
}
let modifications = this.mapMpq.readModifications();
if (this.doodadsAndDestructiblesLoaded) {
this.loadDoodadsAndDestructibles(modifications);
} else {
this.once('doodadsloaded', () => this.loadDoodadsAndDestructibles(modifications));
}
if (this.unitsAndItemsLoaded) {
this.loadUnitsAndItems(modifications);
} else {
this.once('unitsloaded', () => this.loadUnitsAndItems(modifications));
}
promise.resolve();
}
async loadTerrainCliffsAndWater(w3e: War3MapW3e) {
let texturesExt = this.solverParams.reforged ? '.dds' : '.blp';
let tileset = w3e.tileset;
for (let groundTileset of w3e.groundTilesets) {
let row = this.terrainData.getRow(groundTileset);
this.tilesets.push(row);
this.tilesetTextures.push(<Texture>this.load(`${row.dir}\\${row.file}${texturesExt}`));
}
let blights = {
A: 'Ashen',
B: 'Barrens',
C: 'Felwood',
D: 'Cave',
F: 'Lordf',
G: 'Dungeon',
I: 'Ice',
J: 'DRuins',
K: 'Citadel',
L: 'Lords',
N: 'North',
O: 'Outland',
Q: 'VillageFall',
V: 'Village',
W: 'Lordw',
X: 'Village',
Y: 'Village',
Z: 'Ruins',
};
this.blightTextureIndex = this.tilesetTextures.length;
this.tilesetTextures.push(<Texture>this.load(`TerrainArt\\Blight\\${blights[tileset]}_Blight${texturesExt}`));
for (let cliffTileset of w3e.cliffTilesets) {
let row = this.cliffTypesData.getRow(cliffTileset);
this.cliffTilesets.push(row);
this.cliffTextures.push(<Texture>this.load(`${row.texDir}\\${row.texFile}${texturesExt}`));
}
let waterRow = this.waterData.getRow(`${tileset}Sha`);
this.waterHeightOffset = <number>waterRow.height;
this.waterIncreasePerFrame = <number>waterRow.texRate / 60;
this.waterTextures.length = 0;
this.maxDeepColor.set([<number>waterRow.Dmax_R, <number>waterRow.Dmax_G, <number>waterRow.Dmax_B, <number>waterRow.Dmax_A]);
this.minDeepColor.set([<number>waterRow.Dmin_R, <number>waterRow.Dmin_G, <number>waterRow.Dmin_B, <number>waterRow.Dmin_A]);
this.maxShallowColor.set([<number>waterRow.Smax_R, <number>waterRow.Smax_G, <number>waterRow.Smax_B, <number>waterRow.Smax_A]);
this.minShallowColor.set([<number>waterRow.Smin_R, <number>waterRow.Smin_G, <number>waterRow.Smin_B, <number>waterRow.Smin_A]);
for (let i = 0, l = waterRow.numTex; i < l; i++) {
this.waterTextures.push(<Texture>this.load(`${waterRow.texFile}${i < 10 ? '0' : ''}${i}${texturesExt}`));
}
await this.whenLoaded(this.tilesetTextures);
let gl = this.gl;
let corners = w3e.corners;
let [columns, rows] = <Int32Array>this.mapSize;
let centerOffset = <Float32Array>this.centerOffset;
let instanceCount = (columns - 1) * (rows - 1);
let cliffHeights = new Float32Array(columns * rows);
let cornerHeights = new Float32Array(columns * rows);
let waterHeights = new Float32Array(columns * rows);
let cornerTextures = new Uint8Array(instanceCount * 4);
let cornerVariations = new Uint8Array(instanceCount * 4);
let waterFlags = new Uint8Array(instanceCount);
let instance = 0;
let cliffs: { [key: string]: { locations: number[], textures: number[] } } = {};
this.columns = columns - 1;
this.rows = rows - 1;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < columns; x++) {
let bottomLeft = corners[y][x];
let index = y * columns + x;
cliffHeights[index] = bottomLeft.groundHeight;
cornerHeights[index] = bottomLeft.groundHeight + bottomLeft.layerHeight - 2;
waterHeights[index] = bottomLeft.waterHeight;
if (y < rows - 1 && x < columns - 1) {
// Water can be used with cliffs and normal corners, so store water state regardless.
waterFlags[instance] = this.isWater(x, y);
// Is this a cliff, or a normal corner?
if (this.isCliff(x, y)) {
let bottomLeftLayer = bottomLeft.layerHeight;
let bottomRightLayer = corners[y][x + 1].layerHeight;
let topLeftLayer = corners[y + 1][x].layerHeight;
let topRightLayer = corners[y + 1][x + 1].layerHeight;
let base = Math.min(bottomLeftLayer, bottomRightLayer, topLeftLayer, topRightLayer);
let fileName = this.cliffFileName(bottomLeftLayer, bottomRightLayer, topLeftLayer, topRightLayer, base);
if (fileName !== 'AAAA') {
let cliffTexture = bottomLeft.cliffTexture;
/// ?
if (cliffTexture === 15) {
cliffTexture = 1;
}
let cliffRow = this.cliffTilesets[cliffTexture];
let dir = cliffRow.cliffModelDir;
let path = `Doodads\\Terrain\\${dir}\\${dir}${fileName}${getCliffVariation(dir, fileName, bottomLeft.cliffVariation)}.mdx`;
if (!cliffs[path]) {
cliffs[path] = { locations: [], textures: [] };
}
cliffs[path].locations.push((x + 1) * 128 + centerOffset[0], y * 128 + centerOffset[1], (base - 2) * 128);
cliffs[path].textures.push(cliffTexture);
}
} else {
let bottomLeftTexture = this.cornerTexture(x, y);
let bottomRightTexture = this.cornerTexture(x + 1, y);
let topLeftTexture = this.cornerTexture(x, y + 1);
let topRightTexture = this.cornerTexture(x + 1, y + 1);
let textures = unique([bottomLeftTexture, bottomRightTexture, topLeftTexture, topRightTexture]).sort();
let texture = textures[0];
cornerTextures[instance * 4] = texture + 1;
cornerVariations[instance * 4] = this.getVariation(texture, bottomLeft.groundVariation);
textures.shift();
for (let i = 0, l = textures.length; i < l; i++) {
let bitset = 0;
texture = textures[i];
if (bottomRightTexture === texture) {
bitset |= 0b0001;
}
if (bottomLeftTexture === texture) {
bitset |= 0b0010;
}
if (topRightTexture === texture) {
bitset |= 0b0100;
}
if (topLeftTexture === texture) {
bitset |= 0b1000;
}
cornerTextures[instance * 4 + 1 + i] = texture + 1;
cornerVariations[instance * 4 + 1 + i] = bitset;
}
}
instance += 1;
}
}
}
this.vertexBuffer = this.gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
this.faceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.faceBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0, 1, 2, 1, 3, 2]), gl.STATIC_DRAW);
this.cliffHeightMap = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.cliffHeightMap);
this.webgl.setTextureMode(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, columns, rows, 0, gl.ALPHA, gl.FLOAT, cliffHeights);
this.heightMap = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.heightMap);
this.webgl.setTextureMode(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, columns, rows, 0, gl.ALPHA, gl.FLOAT, cornerHeights);
this.waterHeightMap = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.waterHeightMap);
this.webgl.setTextureMode(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, columns, rows, 0, gl.ALPHA, gl.FLOAT, waterHeights);
this.instanceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.instanceBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(instanceCount).map((currentValue, index, array) => index), gl.STATIC_DRAW);
this.textureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, cornerTextures, gl.STATIC_DRAW);
this.variationBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.variationBuffer);
gl.bufferData(gl.ARRAY_BUFFER, cornerVariations, gl.STATIC_DRAW);
this.waterBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.waterBuffer);
gl.bufferData(gl.ARRAY_BUFFER, waterFlags, gl.STATIC_DRAW);
this.terrainReady = true;
this.anyReady = true;
let cliffShader = <ShaderProgram>this.cliffShader;
let cliffPromises = Object.entries(cliffs).map(async (cliff) => {
let path = cliff[0];
let { locations, textures } = cliff[1];
let resource = this.loadMapGeneric(path, 'arrayBuffer');
await resource.whenLoaded();
return new TerrainModel(this, resource.data, locations, textures, cliffShader);
});
this.cliffModels = await Promise.all(cliffPromises);
this.cliffsReady = true;
}
loadDoodadsAndDestructibles(modifications: any) {
let mpq = <War3Map>this.mapMpq;
let dooFile = mpq.get('war3map.doo');
if (!dooFile) {
console.warn(`Attempted to load war3map.doo but it's not there`);
return;
}
let dooBuffer = dooFile.arrayBuffer();
if (!dooBuffer) {
console.warn(`Attempted to load war3map.doo but it couldn't be decoded`);
return;
}
this.applyModificationFile(this.doodadsData, this.doodadMetaData, modifications.w3d);
this.applyModificationFile(this.doodadsData, this.destructableMetaData, modifications.w3b);
let doo = new War3MapDoo(dooBuffer);
// Doodads and destructibles.
for (let doodad of doo.doodads) {
let row = this.doodadsData.getRow(doodad.id);
let file = <string>row.file;
let numVar = <number>row.numVar;
if (file.endsWith('.mdl')) {
file = file.slice(0, -4);
}
let fileVar = file;
file += '.mdx';
if (numVar > 1) {
fileVar += Math.min(doodad.variation, numVar - 1);
}
fileVar += '.mdx';
// First see if the model is local.
// Doodads refering to local models may have invalid variations, so if the variation doesn't exist, try without a variation.
let mpqFile = mpq.get(fileVar) || mpq.get(file);
let model;
if (mpqFile) {
model = <MdxModel>this.load(mpqFile.name);
} else {
model = <MdxModel>this.load(fileVar);
}
this.doodads.push(new Doodad(this, model, row, doodad))
}
// Cliff/Terrain doodads.
for (let doodad of doo.terrainDoodads) {
let row = this.doodadsData.getRow(doodad.id);
let model = <MdxModel>this.load(`${row.file}.mdx`);
this.terrainDoodads.push(new TerrainDoodad(this, model, row, doodad));
// let pathTexture = <Texture>this.load(row.pathTex);
// pathTexture.whenLoaded(() => {
// let startx = doodad.location[0];
// let starty = doodad.location[1];
// let endx = startx + pathTexture.width / 4;
// let endy = starty + pathTexture.height / 4;
// for (let x = startx; x < endx; x++) {
// for (let y = starty; y < endy; y++) {
// }
// }
// });
}
this.doodadsReady = true;
this.anyReady = true;
}
loadUnitsAndItems(modifications: any) {
let mpq = <War3Map>this.mapMpq;
let dooFile = mpq.get('war3mapUnits.doo');
if (!dooFile) {
console.warn(`Attempted to load war3mapUnits.doo but it's not there`);
return;
}
let dooBuffer = dooFile.arrayBuffer();
if (!dooBuffer) {
console.warn(`Attempted to load war3mapUnits.doo but it couldn't be decoded`);
return;
}
this.applyModificationFile(this.unitsData, this.unitMetaData, modifications.w3u);
this.applyModificationFile(this.unitsData, this.unitMetaData, modifications.w3t);
let unitsDoo = new War3MapUnitsDoo(dooBuffer);
// Collect the units and items data.
for (let unit of unitsDoo.units) {
let row;
let path;
// Hardcoded?
if (unit.id === 'sloc') {
path = 'Objects\\StartLocation\\StartLocation.mdx';
} else {
row = this.unitsData.getRow(unit.id);
path = <string>row.file;
if (path.endsWith('.mdl')) {
path = path.slice(0, -4);
}
path += '.mdx';
}
if (path) {
let model = <MdxModel>this.load(path);
this.units.push(new Unit(this, model, row, unit));
} else {
console.log('Unknown unit ID', unit.id, unit);
}
}
this.unitsReady = true;
this.anyReady = true;
}
/**
* Update the map.
*/
update() {
if (this.anyReady) {
this.waterIndex += this.waterIncreasePerFrame;
if (this.waterIndex >= this.waterTextures.length) {
this.waterIndex = 0;
}
super.update();
let instances = <MdxModelInstance[]>this.worldScene.instances;
for (let instance of instances) {
if (instance.sequenceEnded || instance.sequence === -1) {
randomStandSequence(instance);
}
}
}
}
/**
* Render the map.
*/
render() {
if (this.anyReady) {
let worldScene = this.worldScene;
worldScene.startFrame();
this.renderGround();
this.renderCliffs();
worldScene.renderOpaque();
this.renderWater();
worldScene.renderTranslucent();
}
}
renderGround() {
if (this.terrainReady) {
let gl = this.gl;
let webgl = this.webgl;
let instancedArrays = <ANGLE_instanced_arrays>webgl.extensions.ANGLE_instanced_arrays
let shader = <ShaderProgram>this.groundShader;
let uniforms = shader.uniforms;
let attribs = shader.attribs;
let tilesetTextures = this.tilesetTextures;
let instanceAttrib = attribs.a_InstanceID;
let positionAttrib = attribs.a_position;
let texturesAttrib = attribs.a_textures;
let variationsAttrib = attribs.a_variations;
let tilesetCount = tilesetTextures.length; // This includes the blight texture.
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
webgl.useShaderProgram(shader);
gl.uniformMatrix4fv(uniforms.u_VP, false, this.worldScene.camera.viewProjectionMatrix);
gl.uniform2fv(uniforms.u_offset, <Float32Array>this.centerOffset);
gl.uniform2f(uniforms.u_size, this.columns, this.rows);
gl.uniform1i(uniforms.u_heightMap, 15);
gl.activeTexture(gl.TEXTURE15);
gl.bindTexture(gl.TEXTURE_2D, this.heightMap);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.instanceBuffer);
gl.vertexAttribPointer(instanceAttrib, 1, gl.FLOAT, false, 0, 0);
instancedArrays.vertexAttribDivisorANGLE(instanceAttrib, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(texturesAttrib, 4, gl.UNSIGNED_BYTE, false, 0, 0);
instancedArrays.vertexAttribDivisorANGLE(texturesAttrib, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, this.variationBuffer);
gl.vertexAttribPointer(variationsAttrib, 4, gl.UNSIGNED_BYTE, false, 0, 0);
instancedArrays.vertexAttribDivisorANGLE(variationsAttrib, 1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.faceBuffer);
gl.uniform1f(uniforms.u_baseTileset, 0);
for (let i = 0, l = Math.min(tilesetCount, 15); i < l; i++) {
let isExtended = tilesetTextures[i].width > tilesetTextures[i].height ? 1 : 0;
gl.uniform1f(uniforms[`u_extended[${i}]`], isExtended);
gl.uniform1i(uniforms[`u_tilesets[${i}]`], i);
tilesetTextures[i].bind(i);
}
instancedArrays.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this.rows * this.columns);
if (tilesetCount > 15) {
gl.uniform1f(uniforms.u_baseTileset, 15);
for (let i = 0, l = tilesetCount - 15; i < l; i++) {
let isExtended = tilesetTextures[i + 15].width > tilesetTextures[i + 15].height ? 1 : 0;
gl.uniform1f(uniforms[`u_extended[${i}]`], isExtended);
tilesetTextures[i + 15].bind(i);
}
instancedArrays.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this.rows * this.columns);
}
instancedArrays.vertexAttribDivisorANGLE(texturesAttrib, 0);
instancedArrays.vertexAttribDivisorANGLE(variationsAttrib, 0);
instancedArrays.vertexAttribDivisorANGLE(instanceAttrib, 0);
}
}
renderWater() {
if (this.terrainReady) {
let gl = this.gl;
let webgl = this.webgl;
let instancedArrays = <ANGLE_instanced_arrays>webgl.extensions.ANGLE_instanced_arrays
let shader = <ShaderProgram>this.waterShader;
let uniforms = shader.uniforms;
let attribs = shader.attribs;
let instanceAttrib = attribs.a_InstanceID;
let positionAttrib = attribs.a_position;
let isWaterAttrib = attribs.a_isWater;
gl.depthMask(false);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
webgl.useShaderProgram(shader);
gl.uniformMatrix4fv(uniforms.u_VP, false, this.worldScene.camera.viewProjectionMatrix);
gl.uniform2fv(uniforms.u_offset, <Float32Array>this.centerOffset);
gl.uniform2f(uniforms.u_size, this.columns, this.rows);
gl.uniform1i(uniforms.u_heightMap, 0);
gl.uniform1i(uniforms.u_waterHeightMap, 1);
gl.uniform1i(uniforms.u_waterTexture, 2);
gl.uniform1f(uniforms.u_offsetHeight, this.waterHeightOffset);
gl.uniform4fv(uniforms.u_maxDeepColor, this.maxDeepColor);
gl.uniform4fv(uniforms.u_minDeepColor, this.minDeepColor);
gl.uniform4fv(uniforms.u_maxShallowColor, this.maxShallowColor);
gl.uniform4fv(uniforms.u_minShallowColor, this.minShallowColor);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.heightMap);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.waterHeightMap);
this.waterTextures[this.waterIndex | 0].bind(2);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 8, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.instanceBuffer);
gl.vertexAttribPointer(instanceAttrib, 1, gl.FLOAT, false, 4, 0);
instancedArrays.vertexAttribDivisorANGLE(instanceAttrib, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, this.waterBuffer);
gl.vertexAttribPointer(isWaterAttrib, 1, gl.UNSIGNED_BYTE, false, 1, 0);
instancedArrays.vertexAttribDivisorANGLE(isWaterAttrib, 1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.faceBuffer);
instancedArrays.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this.rows * this.columns);
instancedArrays.vertexAttribDivisorANGLE(isWaterAttrib, 0);
instancedArrays.vertexAttribDivisorANGLE(instanceAttrib, 0);
}
}
renderCliffs() {
if (this.cliffsReady) {
let gl = this.gl;
let webgl = this.webgl;
let instancedArrays = <ANGLE_instanced_arrays>webgl.extensions.ANGLE_instanced_arrays
let vertexArrayObject = <OES_vertex_array_object>webgl.extensions.OES_vertex_array_object;
let shader = <ShaderProgram>this.cliffShader;
let attribs = shader.attribs;
let uniforms = shader.uniforms;
gl.disable(gl.BLEND);
shader.use();
gl.uniformMatrix4fv(uniforms.u_VP, false, this.worldScene.camera.viewProjectionMatrix);
gl.uniform1i(uniforms.u_heightMap, 0);
gl.uniform2f(uniforms.u_pixel, 1 / (this.columns + 1), 1 / (this.rows + 1));
gl.uniform2fv(uniforms.u_centerOffset, <Float32Array>this.centerOffset);
gl.uniform1i(uniforms.u_texture1, 1);
gl.uniform1i(uniforms.u_texture2, 2);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.cliffHeightMap);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.cliffTextures[0].webglResource);
if (this.cliffTextures.length > 1) {
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.cliffTextures[1].webglResource);
}
// Set instanced attributes.
if (!vertexArrayObject) {
instancedArrays.vertexAttribDivisorANGLE(attribs.a_instancePosition, 1);
instancedArrays.vertexAttribDivisorANGLE(attribs.a_instanceTexture, 1);
}
// Render the cliffs.
for (let cliff of this.cliffModels) {
cliff.render(shader);
}
// Clear instanced attributes.
if (!vertexArrayObject) {
instancedArrays.vertexAttribDivisorANGLE(attribs.a_instancePosition, 0);
instancedArrays.vertexAttribDivisorANGLE(attribs.a_instanceTexture, 0);
}
}
}
cliffFileName(bottomLeftLayer: number, bottomRightLayer: number, topLeftLayer: number, topRightLayer: number, base: number) {
return String.fromCharCode(65 + bottomLeftLayer - base) +
String.fromCharCode(65 + topLeftLayer - base) +
String.fromCharCode(65 + topRightLayer - base) +
String.fromCharCode(65 + bottomRightLayer - base);
}
getVariation(groundTexture: number, variation: number) {
let texture = this.tilesetTextures[groundTexture];
// Extended?
if (texture.width > texture.height) {
if (variation < 16) {
return 16 + variation;
} else if (variation === 16) {
return 15;
} else {
return 0;
}
} else {
if (variation === 0) {
return 0;
} else {
return 15;
}
}
}
/**
* Is the corner at the given column and row a cliff?
*/
isCliff(column: number, row: number) {
if (column < 1 || column > this.columns - 1 || row < 1 || row > this.rows - 1) {
return false;
}
let corners = this.corners;
let bottomLeft = corners[row][column].layerHeight;
let bottomRight = corners[row][column + 1].layerHeight;
let topLeft = corners[row + 1][column].layerHeight;
let topRight = corners[row + 1][column + 1].layerHeight;
return bottomLeft !== bottomRight || bottomLeft !== topLeft || bottomLeft !== topRight;
}
/**
* Is the tile at the given column and row water?
*/
isWater(column: number, row: number) {
let corners = this.corners;
return corners[row][column].water || corners[row][column + 1].water || corners[row + 1][column].water || corners[row + 1][column + 1].water;
}
/**
* Given a cliff index, get its ground texture index.
* This is an index into the tilset textures.
*/
cliffGroundIndex(whichCliff: number) {
let whichTileset = this.cliffTilesets[whichCliff].groundTile;
let tilesets = this.tilesets;
for (let i = 0, l = tilesets.length; i < l; i++) {
if (tilesets[i].tileID === whichTileset) {
return i;
}
}
}
/**
* Get the ground texture of a corner, whether it's normal ground, a cliff, or a blighted corner.
*/
cornerTexture(column: number, row: number) {
let corners = this.corners;
let columns = this.columns;
let rows = this.rows;
for (let y = -1; y < 1; y++) {
for (let x = -1; x < 1; x++) {
if (column + x > 0 && column + x < columns - 1 && row + y > 0 && row + y < rows - 1) {
if (this.isCliff(column + x, row + y)) {
let texture = corners[row + y][column + x].cliffTexture;
if (texture === 15) {
texture = 1;
}
return this.cliffGroundIndex(texture);
}
}
}
}
let corner = corners[row][column];
// Is this corner blighted?
if (corner.blight) {
return this.blightTextureIndex;
}
return corner.groundTexture;
}
applyModificationFile(dataMap: MappedData, metadataMap: MappedData, modificationFile: any) {
if (modificationFile) {
// Modifications to built-in objects
this.applyModificationTable(dataMap, metadataMap, modificationFile.originalTable);
// Declarations of user-defined objects
this.applyModificationTable(dataMap, metadataMap, modificationFile.customTable);
}
}
applyModificationTable(dataMap: MappedData, metadataMap: MappedData, modificationTable: any) {
for (let modificationObject of modificationTable.objects) {
let row;
if (modificationObject.newId !== '') {
row = dataMap.getRow(modificationObject.newId);
if (!row) {
row = { ...dataMap.getRow(modificationObject.oldId) };
dataMap.setRow(modificationObject.newId, row);
}
} else {
row = dataMap.getRow(modificationObject.oldId);
}
for (let modification of modificationObject.modifications) {
let metadata = metadataMap.getRow(modification.id);
if (metadata) {
row[<string>metadata.field] = modification.value;
} else {
console.warn('Unknown modification ID', modification);
}
}
}
}
groundNormal(out: vec3, x: number, y: number) {
let centerOffset = <Float32Array>this.centerOffset;
let mapSize = <Int32Array>this.mapSize;
x = (x - centerOffset[0]) / 128;
y = (y - centerOffset[1]) / 128;
let cellX = x | 0;
let cellY = y | 0;
// See if this coordinate is in the map
if (cellX >= 0 && cellX < mapSize[0] - 1 && cellY >= 0 && cellY < mapSize[1] - 1) {
// See http://gamedev.stackexchange.com/a/24574
let corners = this.corners;
let bottomLeft = corners[cellY][cellX].groundHeight;
let bottomRight = corners[cellY][cellX + 1].groundHeight;
let topLeft = corners[cellY + 1][cellX].groundHeight;
let topRight = corners[cellY + 1][cellX + 1].groundHeight;
let sqX = x - cellX;
let sqY = y - cellY;
if (sqX + sqY < 1) {
vec3.set(normalHeap1, 1, 0, bottomRight - bottomLeft);
vec3.set(normalHeap2, 0, 1, topLeft - bottomLeft);
} else {
vec3.set(normalHeap1, -1, 0, topRight - topLeft);
vec3.set(normalHeap2, 0, 1, topRight - bottomRight);
}
vec3.normalize(out, vec3.cross(out, normalHeap1, normalHeap2));
} else {
vec3.set(out, 0, 0, 1);
}
return out;
}
}
/*
heightAt(location) {
let heightMap = this.heightMap,
offset = this.offset,
x = (location[0] / 128) + offset[0],
y = (location[1] / 128) + offset[1];
let minY = Math.floor(y),
maxY = Math.ceil(y),
minX = Math.floor(x),
maxX = Math.ceil(x);
// See if this coordinate is in the map
if (maxY > 0 && minY < heightMap.length - 1 && maxX > 0 && minX < heightMap[0].length - 1) {
// See http://gamedev.stackexchange.com/a/24574
let triZ0 = heightMap[minY][minX],
triZ1 = heightMap[minY][maxX],
triZ2 = heightMap[maxY][minX],
triZ3 = heightMap[maxY][maxX],
sqX = x - minX,
sqZ = y - minY,
height;
if ((sqX + sqZ) < 1) {
height = triZ0 + (triZ1 - triZ0) * sqX + (triZ2 - triZ0) * sqZ;
} else {
height = triZ3 + (triZ1 - triZ3) * (1 - sqZ) + (triZ2 - triZ3) * (1 - sqX);
}
return height * 128;
}
return 0;
}
*/