3D GO BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

This commit is contained in:
Kbz-8 2024-01-24 21:56:28 +01:00 committed by AdrienLSH
parent f48b5c12a7
commit 441c74912d
2 changed files with 88 additions and 3 deletions

View File

@ -19,7 +19,7 @@ const fragment_shader_source = `
void main()
{
gl_FragColor = vColor;
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;

View File

@ -2,6 +2,8 @@ import { client } from "../index.js";
import { Game } from "../api/game/Game.js";
import AbstractView from "./abstracts/AbstractView.js";
import { initShaderProgram } from "../3D/shaders.js"
import { initBuffers } from "../3D/buffers.js"
import "../3D/maths/gl-matrix-min.js"
export default class extends AbstractView
{
@ -13,11 +15,13 @@ export default class extends AbstractView
this.my_player = undefined;
this.gl = null;
this.shader_prog = null;
this.buffers = null;
this.rotation = 0.0;
}
initGL()
{
const canvas = document.getElementById('glcanva');
const canvas = document.getElementById('glcanva');
this.gl = canvas.getContext("webgl");
if(this.gl === null)
@ -27,6 +31,7 @@ export default class extends AbstractView
}
this.shader_prog = initShaderProgram(this.gl);
this.buffers = initBuffers(this.gl);
}
async join_game()
@ -52,11 +57,91 @@ export default class extends AbstractView
if(canvas === null)
return 1;
this.gl.clearColor(1.0, 1.0, 1.0, 1.0);
const programInfo = {
program: this.shader_prog,
attribLocations: {
vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
},
uniformLocations: {
projectionMatrix: this.gl.getUniformLocation(
this.shader_prog,
"uProj"
),
modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
},
};
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
this.gl.clearDepth(1.0);
this.gl.enable(this.gl.DEPTH_TEST);
this.gl.depthFunc(this.gl.LEQUAL);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
const fieldOfView = (45 * Math.PI) / 180;
const aspect = this.gl.canvas.clientWidth / this.gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
const modelViewMatrix = mat4.create();
this.rotation += 0.1;
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[-0.0, 0.0, -6.0]
);
mat4.rotate(
modelViewMatrix,
modelViewMatrix,
this.rotation,
[1, 1, 1],
);
this.setPositionAttribute(programInfo);
this.gl.useProgram(programInfo.program);
this.gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix
);
this.gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix
);
{
const offset = 0;
const vertexCount = 4;
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
setPositionAttribute(programInfo)
{
const numComponents = 2;
const type = this.gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.position);
this.gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset
);
this.gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
render_game()