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frontend/static/js/3D/cube.js
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44
frontend/static/js/3D/cube.js
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@ -0,0 +1,44 @@
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import { shaderInfos } from "../3D/shaders.js"
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function renderCube(ctx, x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
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{
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const modelMatrix = mat4.create();
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mat4.translate(
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modelMatrix,
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modelMatrix,
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[x, y, z]
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);
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mat4.rotate(
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modelMatrix,
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modelMatrix,
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angle,
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[0, 1, 1],
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);
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mat4.scale(
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modelMatrix,
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modelMatrix,
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[sx, sy, sz]
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);
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const normalMatrix = mat4.create();
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mat4.invert(normalMatrix, modelMatrix);
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mat4.transpose(normalMatrix, normalMatrix);
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ctx.uniformMatrix4fv(
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shaderInfos.uniformLocations.modelMatrix,
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false,
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modelMatrix
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);
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ctx.uniformMatrix4fv(
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shaderInfos.uniformLocations.normalMatrix,
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false,
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normalMatrix,
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);
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ctx.drawElements(ctx.TRIANGLES, 36, ctx.UNSIGNED_SHORT, 0);
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}
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export { renderCube };
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@ -2,7 +2,8 @@ const vertex_shader_source = `
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attribute vec4 aPos;
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attribute vec3 aNormal;
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uniform mat4 uModView;
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uniform mat4 uMod;
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uniform mat4 uView;
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uniform mat4 uProj;
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uniform mat4 uNormalMat;
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@ -33,7 +34,7 @@ const vertex_shader_source = `
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*/
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void main()
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{
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gl_Position = uProj * uModView * aPos;
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gl_Position = uView * uProj * uMod * aPos;
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highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
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highp vec3 directionalLightColor = vec3(1, 1, 1);
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@ -63,17 +64,32 @@ function initShaderProgram(gl)
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_shader_source);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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const shader_prog = gl.createProgram();
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gl.attachShader(shader_prog, vertexShader);
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gl.attachShader(shader_prog, fragmentShader);
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gl.linkProgram(shader_prog);
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if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
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if(!gl.getProgramParameter(shader_prog, gl.LINK_STATUS))
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{
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alert(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
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return null;
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}
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return shaderProgram;
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shaderInfos = {
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program: shader_prog,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shader_prog, "aPos"),
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vertexNormal: gl.getAttribLocation(shader_prog, "aNormal"),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(shader_prog, "uProj"),
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modelMatrix: gl.getUniformLocation(shader_prog, "uMod"),
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viewMatrix: gl.getUniformLocation(shader_prog, "uView"),
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normalMatrix: gl.getUniformLocation(shader_prog, "uNormalMat"),
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},
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};
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return shader_prog;
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}
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function loadShader(gl, type, source)
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@ -93,5 +109,5 @@ function loadShader(gl, type, source)
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return shader;
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}
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export let shaderInfos = null;
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export let shaderInfos;
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export { initShaderProgram };
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@ -1,6 +1,6 @@
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import { Game } from "./Game.js";
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import { Point } from "./Point.js";
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import { renderCube } from "../../3D/cube.js"
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class Ball
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{
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@ -38,12 +38,23 @@ class Ball
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/**
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*
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* @param {CanvasRenderingContext2D} ctx
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* @param {CanvasRenderingContext2D} ctx ou pas ptdr
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*/
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draw(ctx)
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{
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ctx.rect(this.position_x, this.position_y, this.game.config.ball_size, this.game.config.ball_size);
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}
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if(ctx instanceof CanvasRenderingContext2D)
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{
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ctx.rect(this.position_x, this.position_y, this.game.config.ball_size, this.game.config.ball_size);
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}
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else if(ctx instanceof WebGLRenderingContext)
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{
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renderCube(ctx, this.position_x, 0, this.position_y, 0, this.game.config.ball_size, this.game.config.ball_size, this.game.config.ball_size);
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}
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else
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{
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alert('Unknown rendering context type (wtf)');
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}
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}
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render()
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{
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@ -79,4 +90,4 @@ class Ball
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}
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}
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export { Ball }
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export { Ball }
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@ -74,7 +74,10 @@ class Game
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*/
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draw(ctx)
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{
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ctx.clearRect(0, 0, this.config.size_x, this.config.size_y);
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if(ctx instanceof CanvasRenderingContext2D)
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{
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ctx.clearRect(0, 0, this.config.size_x, this.config.size_y);
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}
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this.draw_sides(ctx);
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this.ball.draw(ctx);
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}
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@ -79,23 +79,33 @@ class Player
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*/
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draw(ctx)
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{
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if (this.is_connected === false)
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{
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ctx.moveTo(this.rail.start.x, this.rail.start.y);
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ctx.lineTo(this.rail.stop.x, this.rail.stop.y);
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return;
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}
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let paddle_pos = new Point(this.rail.start.x + this.diff_x * this.position,
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this.rail.start.y + this.diff_y * this.position);
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if(ctx instanceof CanvasRenderingContext2D)
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{
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if (this.is_connected === false)
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{
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ctx.moveTo(this.rail.start.x, this.rail.start.y);
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ctx.lineTo(this.rail.stop.x, this.rail.stop.y);
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return;
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}
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let paddle_pos = new Point(this.rail.start.x + this.diff_x * this.position,
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this.rail.start.y + this.diff_y * this.position);
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let start_x = paddle_pos.x - (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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start_y = paddle_pos.y - (this.diff_y * (this.paddle_size / 2 / this.rail_size)),
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stop_x = paddle_pos.x + (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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stop_y = paddle_pos.y + (this.diff_y * (this.paddle_size / 2 / this.rail_size));
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let start_x = paddle_pos.x - (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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start_y = paddle_pos.y - (this.diff_y * (this.paddle_size / 2 / this.rail_size)),
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stop_x = paddle_pos.x + (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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stop_y = paddle_pos.y + (this.diff_y * (this.paddle_size / 2 / this.rail_size));
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ctx.moveTo(start_x, start_y);
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ctx.lineTo(stop_x, stop_y);
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}
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else if(ctx instanceof WebGLRenderingContext)
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{
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ctx.moveTo(start_x, start_y);
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ctx.lineTo(stop_x, stop_y);
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}
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else
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{
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alert('Unknown rendering context type (wtf)');
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}
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}
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from_json(data)
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@ -149,4 +159,4 @@ class Player
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}
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}
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export { Player }
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export { Player }
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import { Point } from "./Point.js"
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import { renderCube } from "../../3D/cube.js"
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class Segment
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{
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@ -17,16 +18,19 @@ class Segment
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*/
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draw(ctx)
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{
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if(this.gl instanceof CanvasRenderingContext2D)
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if(ctx instanceof CanvasRenderingContext2D)
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{
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ctx.moveTo(this.start.x, this.start.y);
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ctx.lineTo(this.stop.x, this.stop.y);
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}
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else if(this.gl instanceof WebGLRenderingContext)
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else if(ctx instanceof WebGLRenderingContext)
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{
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renderCube(ctx, this.start.x, -3, this.start.y, 0, 0.5, 0.5, 0.5);
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}
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else
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{
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alert('Unknown rendering context type');
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}
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}
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from_json(data)
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}
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draw(ctx)
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{
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this.rail.draw(ctx);
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{
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this.rail.draw(ctx);
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}
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from_json(data)
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@ -26,4 +26,4 @@ class Wall
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}
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}
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export { Wall }
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export { Wall }
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import { client } from "../index.js";
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import { Game } from "../api/game/Game.js";
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import AbstractView from "./abstracts/AbstractView.js";
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import { initShaderProgram } from "../3D/shaders.js"
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import shaderInfos from "../3D/shaders.js"
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import { initShaderProgram, shaderInfos } from "../3D/shaders.js"
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import { initBuffers } from "../3D/buffers.js"
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import "../3D/maths/gl-matrix-min.js"
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import { renderCube } from "../3D/cube.js"
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export default class extends AbstractView
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{
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@ -17,6 +17,8 @@ export default class extends AbstractView
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this.gl = null;
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this.shader_prog = null;
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this.buffers = null;
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this.cam_pos = [0, 10, 0];
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this.cam_target = [0, 0, 0];
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}
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initGL()
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@ -33,19 +35,6 @@ export default class extends AbstractView
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this.shader_prog = initShaderProgram(this.gl);
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this.buffers = initBuffers(this.gl);
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shaderInfos = {
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program: this.shader_prog,
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attribLocations: {
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vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
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vertexNormal: this.gl.getAttribLocation(this.shader_prog, "aNormal"),
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},
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uniformLocations: {
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projectionMatrix: this.gl.getUniformLocation(this.shader_prog, "uProj"),
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modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
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normalMatrix: this.gl.getUniformLocation(this.shader_prog, "uNormalMat"),
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},
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};
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this.gl.enable(this.gl.CULL_FACE);
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this.gl.cullFace(this.gl.BACK);
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}
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@ -84,8 +73,10 @@ export default class extends AbstractView
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const zNear = 0.1;
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const zFar = 100.0;
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const projectionMatrix = mat4.create();
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const viewMatrix = mat4.create();
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mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
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mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
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this.setPositionAttribute();
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this.setNormalAttribute();
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@ -98,52 +89,14 @@ export default class extends AbstractView
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projectionMatrix
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);
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//this.game.draw(this.gl);
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//this.renderCube(1, 0, -15);
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}
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renderCube(x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
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{
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const modelViewMatrix = mat4.create();
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mat4.translate(
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modelViewMatrix,
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modelViewMatrix,
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[x, y, z]
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);
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mat4.rotate(
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modelViewMatrix,
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modelViewMatrix,
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angle,
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[0, 1, 1],
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);
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mat4.scale(
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modelViewMatrix,
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modelViewMatrix,
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[sx, sy, sz]
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);
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const normalMatrix = mat4.create();
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mat4.invert(normalMatrix, modelViewMatrix);
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mat4.transpose(normalMatrix, normalMatrix);
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this.gl.uniformMatrix4fv(
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shaderInfos.uniformLocations.modelViewMatrix,
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shaderInfos.uniformLocations.viewMatrix,
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false,
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modelViewMatrix
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);
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this.gl.uniformMatrix4fv(
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shaderInfos.uniformLocations.normalMatrix,
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false,
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normalMatrix,
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viewMatrix
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);
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const vertexCount = 36;
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const type = this.gl.UNSIGNED_SHORT;
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const offset = 0;
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this.gl.drawElements(this.gl.TRIANGLES, vertexCount, type, offset);
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this.game.draw(this.gl);
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renderCube(this.gl, 0, 0, 0);
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}
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setNormalAttribute()
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