Merge branch 'malouze-cooking' into main
This commit is contained in:
commit
443cd8fe2b
69
frontend/static/js/3D/buffers.js
Normal file
69
frontend/static/js/3D/buffers.js
Normal file
@ -0,0 +1,69 @@
|
||||
function initBuffers(gl)
|
||||
{
|
||||
const vertexBuffer = initVertexBuffer(gl);
|
||||
const indexBuffer = initIndexBuffer(gl);
|
||||
const normalBuffer = initNormalBuffer(gl);
|
||||
return { vertex: vertexBuffer, index : indexBuffer, normal: normalBuffer };
|
||||
}
|
||||
|
||||
function initVertexBuffer(gl)
|
||||
{
|
||||
const positionBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||
const positions = [
|
||||
// Front face
|
||||
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
|
||||
// Back face
|
||||
-1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0,
|
||||
// Top face
|
||||
-1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
|
||||
// Bottom face
|
||||
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
|
||||
// Right face
|
||||
1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0,
|
||||
// Left face
|
||||
-1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0
|
||||
];
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
|
||||
return positionBuffer;
|
||||
}
|
||||
|
||||
function initNormalBuffer(gl)
|
||||
{
|
||||
const normalBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
|
||||
const vertexNormals = [
|
||||
// Front
|
||||
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
|
||||
// Back
|
||||
0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
|
||||
// Top
|
||||
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
|
||||
// Bottom
|
||||
0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,
|
||||
// Right
|
||||
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
|
||||
// Left
|
||||
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
|
||||
];
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
|
||||
return normalBuffer;
|
||||
}
|
||||
|
||||
function initIndexBuffer(gl)
|
||||
{
|
||||
const indexBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||
const indices = [
|
||||
0, 1, 2, 0, 2, 3, // front
|
||||
4, 5, 6, 4, 6, 7, // back
|
||||
8, 9, 10, 8, 10, 11, // top
|
||||
12, 13, 14, 12, 14, 15, // bottom
|
||||
16, 17, 18, 16, 18, 19, // right
|
||||
20, 21, 22, 20, 22, 23, // left
|
||||
];
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
|
||||
return indexBuffer;
|
||||
}
|
||||
|
||||
export { initBuffers };
|
28
frontend/static/js/3D/maths/gl-matrix-min.js
vendored
Normal file
28
frontend/static/js/3D/maths/gl-matrix-min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
96
frontend/static/js/3D/shaders.js
Normal file
96
frontend/static/js/3D/shaders.js
Normal file
@ -0,0 +1,96 @@
|
||||
const vertex_shader_source = `
|
||||
attribute vec4 aPos;
|
||||
attribute vec3 aNormal;
|
||||
|
||||
uniform mat4 uModView;
|
||||
uniform mat4 uProj;
|
||||
uniform mat4 uNormalMat;
|
||||
|
||||
varying highp vec3 vLighting;
|
||||
/*
|
||||
vec3 lightColor = vec3(1.0, 0.8, 0.8);
|
||||
vec3 lightDir = normalize(vec3(-0.2, -1.0, -0.3));
|
||||
|
||||
vec3 viewPos = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
vec3 calculateLighting()
|
||||
{
|
||||
vec3 norm = normalize(aNormal);
|
||||
// ambient
|
||||
vec3 ambient = 0.3 * lightColor;
|
||||
// diffuse
|
||||
float diff = max(dot(lightDir, norm), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
// specular
|
||||
vec3 viewDir = normalize(viewPos - vec3(aPos.xyz));
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
|
||||
vec3 specular = vec3(0.3) * spec; // assuming bright white light color
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
*/
|
||||
void main()
|
||||
{
|
||||
gl_Position = uProj * uModView * aPos;
|
||||
|
||||
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
|
||||
highp vec3 directionalLightColor = vec3(1, 1, 1);
|
||||
highp vec3 directionalVector = normalize(vec3(1, 15, -1.75));
|
||||
|
||||
highp vec4 transformedNormal = uNormalMat * vec4(aNormal, 1.0);
|
||||
|
||||
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
|
||||
vLighting = ambientLight + (directionalLightColor * directional);
|
||||
|
||||
// vLighting = calculateLighting();
|
||||
}
|
||||
`;
|
||||
|
||||
const fragment_shader_source = `
|
||||
varying highp vec3 vLighting;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec3 color = vec3(1.0, 1.0, 1.0);
|
||||
gl_FragColor = vec4(color * vLighting, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
function initShaderProgram(gl)
|
||||
{
|
||||
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_shader_source);
|
||||
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
|
||||
|
||||
const shaderProgram = gl.createProgram();
|
||||
gl.attachShader(shaderProgram, vertexShader);
|
||||
gl.attachShader(shaderProgram, fragmentShader);
|
||||
gl.linkProgram(shaderProgram);
|
||||
|
||||
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
|
||||
{
|
||||
alert(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
|
||||
return null;
|
||||
}
|
||||
return shaderProgram;
|
||||
}
|
||||
|
||||
function loadShader(gl, type, source)
|
||||
{
|
||||
const shader = gl.createShader(type);
|
||||
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
||||
{
|
||||
alert(`An error occurred while compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
|
||||
gl.deleteShader(shader);
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
export { initShaderProgram };
|
@ -7,7 +7,8 @@ import HomeView from "./views/HomeView.js";
|
||||
import RegisterView from "./views/accounts/RegisterView.js";
|
||||
import LogoutView from "./views/accounts/LogoutView.js";
|
||||
import GameOfflineView from "./views/GameOfflineView.js";
|
||||
import GameView from "./views/GameView.js";
|
||||
//import GameView from "./views/GameView.js";
|
||||
import GameView from "./views/GameView3D.js";
|
||||
|
||||
import PageNotFoundView from './views/PageNotFoundView.js'
|
||||
|
||||
|
228
frontend/static/js/views/GameView3D.js
Normal file
228
frontend/static/js/views/GameView3D.js
Normal file
@ -0,0 +1,228 @@
|
||||
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
|
||||
{
|
||||
constructor(params)
|
||||
{
|
||||
super(params, "Game");
|
||||
this.game = new Game(client, params.id);
|
||||
this.keys_pressed = [];
|
||||
this.my_player = undefined;
|
||||
this.gl = null;
|
||||
this.shader_prog = null;
|
||||
this.buffers = null;
|
||||
this.programInfo = null;
|
||||
}
|
||||
|
||||
initGL()
|
||||
{
|
||||
const canvas = document.getElementById('glcanva');
|
||||
this.gl = canvas.getContext("webgl");
|
||||
|
||||
if(this.gl === null)
|
||||
{
|
||||
alert("Unable to initialize WebGL. Your browser or machine may not support it. You may also be a bozo");
|
||||
return;
|
||||
}
|
||||
|
||||
this.shader_prog = initShaderProgram(this.gl);
|
||||
this.buffers = initBuffers(this.gl);
|
||||
|
||||
this.programInfo = {
|
||||
program: this.shader_prog,
|
||||
attribLocations: {
|
||||
vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
|
||||
vertexNormal: this.gl.getAttribLocation(this.shader_prog, "aNormal"),
|
||||
},
|
||||
uniformLocations: {
|
||||
projectionMatrix: this.gl.getUniformLocation(this.shader_prog, "uProj"),
|
||||
modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
|
||||
normalMatrix: this.gl.getUniformLocation(this.shader_prog, "uNormalMat"),
|
||||
},
|
||||
};
|
||||
|
||||
this.gl.enable(this.gl.CULL_FACE);
|
||||
this.gl.cullFace(this.gl.BACK);
|
||||
}
|
||||
|
||||
async join_game()
|
||||
{
|
||||
await this.game.join()
|
||||
|
||||
let canvas = document.createElement("canvas");
|
||||
|
||||
canvas.height = this.game.config.size_x;
|
||||
canvas.width = this.game.config.size_y;
|
||||
canvas.id = "glcanva";
|
||||
|
||||
document.getElementById("app").appendChild(canvas);
|
||||
|
||||
this.initGL();
|
||||
|
||||
this.render_game();
|
||||
}
|
||||
|
||||
draw()
|
||||
{
|
||||
const canvas = document.getElementById('glcanva');
|
||||
if(canvas === null)
|
||||
return 1;
|
||||
|
||||
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 = (90 * 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);
|
||||
|
||||
this.setPositionAttribute();
|
||||
this.setNormalAttribute();
|
||||
|
||||
this.gl.useProgram(this.programInfo.program);
|
||||
|
||||
this.gl.uniformMatrix4fv(
|
||||
this.programInfo.uniformLocations.projectionMatrix,
|
||||
false,
|
||||
projectionMatrix
|
||||
);
|
||||
|
||||
// rendering player bar
|
||||
this.renderCube(0.0, -5.0, -8.0, 0.0, 5);
|
||||
}
|
||||
|
||||
renderCube(x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
|
||||
{
|
||||
const modelViewMatrix = mat4.create();
|
||||
|
||||
mat4.translate(
|
||||
modelViewMatrix,
|
||||
modelViewMatrix,
|
||||
[x, y, z]
|
||||
);
|
||||
|
||||
mat4.rotate(
|
||||
modelViewMatrix,
|
||||
modelViewMatrix,
|
||||
angle,
|
||||
[0, 1, 1],
|
||||
);
|
||||
|
||||
mat4.scale(
|
||||
modelViewMatrix,
|
||||
modelViewMatrix,
|
||||
[sx, sy, sz]
|
||||
);
|
||||
|
||||
const normalMatrix = mat4.create();
|
||||
mat4.invert(normalMatrix, modelViewMatrix);
|
||||
mat4.transpose(normalMatrix, normalMatrix);
|
||||
|
||||
this.gl.uniformMatrix4fv(
|
||||
this.programInfo.uniformLocations.modelViewMatrix,
|
||||
false,
|
||||
modelViewMatrix
|
||||
);
|
||||
this.gl.uniformMatrix4fv(
|
||||
this.programInfo.uniformLocations.normalMatrix,
|
||||
false,
|
||||
normalMatrix,
|
||||
);
|
||||
|
||||
const vertexCount = 36;
|
||||
const type = this.gl.UNSIGNED_SHORT;
|
||||
const offset = 0;
|
||||
this.gl.drawElements(this.gl.TRIANGLES, vertexCount, type, offset);
|
||||
}
|
||||
|
||||
setNormalAttribute()
|
||||
{
|
||||
const numComponents = 3;
|
||||
const type = this.gl.FLOAT;
|
||||
const normalize = false;
|
||||
const stride = 0;
|
||||
const offset = 0;
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.normal);
|
||||
this.gl.vertexAttribPointer(
|
||||
this.programInfo.attribLocations.vertexNormal,
|
||||
numComponents,
|
||||
type,
|
||||
normalize,
|
||||
stride,
|
||||
offset,
|
||||
);
|
||||
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexNormal);
|
||||
}
|
||||
|
||||
setPositionAttribute(programInfo)
|
||||
{
|
||||
const numComponents = 3;
|
||||
const type = this.gl.FLOAT;
|
||||
const normalize = false;
|
||||
const stride = 0;
|
||||
const offset = 0;
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.vertex);
|
||||
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.index);
|
||||
this.gl.vertexAttribPointer(
|
||||
this.programInfo.attribLocations.vertexPosition,
|
||||
numComponents,
|
||||
type,
|
||||
normalize,
|
||||
stride,
|
||||
offset
|
||||
);
|
||||
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
|
||||
}
|
||||
|
||||
render_game()
|
||||
{
|
||||
let loop_id = setInterval(() => {
|
||||
if (this.game === undefined)
|
||||
clearInterval(loop_id);
|
||||
if (this.my_player)
|
||||
this.my_player.update_paddle(this.keys_pressed);
|
||||
this.draw();
|
||||
this.game?.time.new_frame();
|
||||
// 1 sec fps
|
||||
}, 1000 / 60);
|
||||
}
|
||||
|
||||
async update_game_state()
|
||||
{
|
||||
document.getElementById("game-state").innerText = this.game.state;
|
||||
|
||||
if (this.game.finished === false)
|
||||
await this.join_game();
|
||||
}
|
||||
|
||||
async postInit()
|
||||
{
|
||||
let error_code = await this.game.init();
|
||||
|
||||
if (error_code)
|
||||
return error_code;
|
||||
|
||||
await this.update_game_state();
|
||||
}
|
||||
|
||||
async getHtml()
|
||||
{
|
||||
return /* HTML */ `
|
||||
<link rel="stylesheet" href="/static/css/game.css">
|
||||
<h2 id="game-state"></h2>
|
||||
<div id="player_list"></div>
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user