This commit is contained in:
Kbz-8 2024-02-14 20:22:07 +01:00
parent 0bd7e05c17
commit f7fbfcad15
5 changed files with 192 additions and 18 deletions

166
\ Normal file
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@ -0,0 +1,166 @@
import { client } from "../index.js";
import { Game } from "../api/game/Game.js";
import AbstractView from "./abstracts/AbstractView.js";
import { initShaderProgram, shaderInfos } from "../3D/shaders.js"
import { initBuffers } from "../3D/buffers.js"
import "../3D/maths/gl-matrix-min.js"
import { renderCube } from "../3D/cube.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.cam_pos = [0, 1000, 0];
this.cam_target = [0, 0, 0];
}
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.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(0.1, 0.1, 0.1, 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 projectionMatrix = mat4.create();
const viewMatrix = mat4.create();
mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 10000000.0);
mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
this.setPositionAttribute();
this.setNormalAttribute();
this.gl.useProgram(shaderInfos.program);
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix);
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix);
this.game.render(this.gl);
}
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(
shaderInfos.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset,
);
this.gl.enableVertexAttribArray(shaderInfos.attribLocations.vertexNormal);
}
setPositionAttribute()
{
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(
shaderInfos.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset
);
this.gl.enableVertexAttribArray(shaderInfos.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();
}, 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>
`;
}
}

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@ -27,16 +27,8 @@ function renderCube(ctx, x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
mat4.invert(normalMatrix, modelMatrix); mat4.invert(normalMatrix, modelMatrix);
mat4.transpose(normalMatrix, normalMatrix); mat4.transpose(normalMatrix, normalMatrix);
ctx.uniformMatrix4fv( ctx.uniformMatrix4fv(shaderInfos.uniformLocations.modelMatrix, false, modelMatrix);
shaderInfos.uniformLocations.modelMatrix, ctx.uniformMatrix4fv(shaderInfos.uniformLocations.normalMatrix, false, normalMatrix);
false,
modelMatrix
);
ctx.uniformMatrix4fv(
shaderInfos.uniformLocations.normalMatrix,
false,
normalMatrix,
);
ctx.drawElements(ctx.TRIANGLES, 36, ctx.UNSIGNED_SHORT, 0); ctx.drawElements(ctx.TRIANGLES, 36, ctx.UNSIGNED_SHORT, 0);
} }

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@ -1,6 +1,6 @@
import { Game } from "./Game.js"; import { Game } from "./Game.js";
import { Point } from "./Point.js"; import { Point } from "./Point.js";
import { renderCube } from "../../3D/cube.js"
class Ball class Ball
{ {
@ -46,7 +46,19 @@ class Ball
*/ */
draw(ctx) draw(ctx)
{ {
ctx.rect(this.position.x - this.size / 2, this.position.y - this.size / 2, this.size, this.size); if(ctx instanceof CanvasRenderingContext2D)
{
ctx.rect(this.position.x - this.size / 2, this.position.y - this.size / 2, this.size, this.size);
}
else if(ctx instanceof WebGLRenderingContext)
{
console.log((this.position.x - this.size / 2) / 10, 0, (this.position.y - this.size / 2) / 10)
renderCube(ctx, (this.position.x - this.size / 2) / 10, 0, (this.position.y - this.size / 2) / 10, 0, this.size * 10, this.size * 10, this.size * 10);
}
else
{
alert('Unknown rendering context type');
}
} }
/** /**

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@ -1,6 +1,7 @@
import { Game } from "./Game.js"; import { Game } from "./Game.js";
import { Point } from "./Point.js"; import { Point } from "./Point.js";
import { Segment } from "./Segment.js"; import { Segment } from "./Segment.js";
import { renderCube } from "../../3D/cube.js"
class Player class Player
{ {
@ -61,8 +62,11 @@ class Player
{ {
if (this.is_connected === false) if (this.is_connected === false)
{ {
ctx.moveTo(this.rail.start.x, this.rail.start.y); if(ctx instanceof CanvasRenderingContext2D)
ctx.lineTo(this.rail.stop.x, this.rail.stop.y); {
ctx.moveTo(this.rail.start.x, this.rail.start.y);
ctx.lineTo(this.rail.stop.x, this.rail.stop.y);
}
return; return;
} }

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@ -17,8 +17,8 @@ export default class extends AbstractView
this.gl = null; this.gl = null;
this.shader_prog = null; this.shader_prog = null;
this.buffers = null; this.buffers = null;
this.cam_pos = [0, 100, 0]; this.cam_pos = [0, 500, 0];
this.cam_target = [4, 0, 4]; this.cam_target = [0, 0, 35];
} }
initGL() initGL()
@ -71,7 +71,7 @@ export default class extends AbstractView
const projectionMatrix = mat4.create(); const projectionMatrix = mat4.create();
const viewMatrix = mat4.create(); const viewMatrix = mat4.create();
mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 1000.0); mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 10000000.0);
mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]); mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
this.setPositionAttribute(); this.setPositionAttribute();
@ -82,7 +82,7 @@ export default class extends AbstractView
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix); this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix);
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix); this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix);
this.game.draw(this.gl); this.game.render(this.gl);
} }
setNormalAttribute() setNormalAttribute()