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@ -93,4 +93,5 @@ 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 { initShaderProgram };
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@ -16,10 +16,18 @@ class Segment
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* @param {CanvasRenderingContext2D} ctx
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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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{
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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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{
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}
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else
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alert('Unknown rendering context type');
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}
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from_json(data)
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{
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@ -7,8 +7,8 @@ import HomeView from "./views/HomeView.js";
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import RegisterView from "./views/accounts/RegisterView.js";
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import LogoutView from "./views/accounts/LogoutView.js";
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import GameOfflineView from "./views/GameOfflineView.js";
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import GameView from "./views/GameView.js";
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//import GameView from "./views/GameView3D.js";
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//import GameView from "./views/GameView.js";
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import GameView from "./views/GameView3D.js";
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import PageNotFoundView from './views/PageNotFoundView.js'
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@ -2,6 +2,7 @@ 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 { initBuffers } from "../3D/buffers.js"
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import "../3D/maths/gl-matrix-min.js"
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@ -16,7 +17,6 @@ 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.programInfo = null;
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}
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initGL()
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@ -33,7 +33,7 @@ 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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this.programInfo = {
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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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@ -90,16 +90,16 @@ export default class extends AbstractView
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this.setPositionAttribute();
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this.setNormalAttribute();
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this.gl.useProgram(this.programInfo.program);
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this.gl.useProgram(shaderInfos.program);
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this.gl.uniformMatrix4fv(
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this.programInfo.uniformLocations.projectionMatrix,
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shaderInfos.uniformLocations.projectionMatrix,
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false,
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projectionMatrix
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);
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// rendering player bar
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this.renderCube(0.0, -5.0, -8.0, 0.0, 5);
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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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@ -130,12 +130,12 @@ export default class extends AbstractView
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mat4.transpose(normalMatrix, normalMatrix);
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this.gl.uniformMatrix4fv(
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this.programInfo.uniformLocations.modelViewMatrix,
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shaderInfos.uniformLocations.modelViewMatrix,
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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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this.programInfo.uniformLocations.normalMatrix,
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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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@ -155,17 +155,17 @@ export default class extends AbstractView
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const offset = 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.normal);
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this.gl.vertexAttribPointer(
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this.programInfo.attribLocations.vertexNormal,
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shaderInfos.attribLocations.vertexNormal,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexNormal);
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this.gl.enableVertexAttribArray(shaderInfos.attribLocations.vertexNormal);
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}
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setPositionAttribute(programInfo)
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setPositionAttribute()
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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@ -175,14 +175,14 @@ export default class extends AbstractView
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.vertex);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.index);
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this.gl.vertexAttribPointer(
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this.programInfo.attribLocations.vertexPosition,
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shaderInfos.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset
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);
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this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
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this.gl.enableVertexAttribArray(shaderInfos.attribLocations.vertexPosition);
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}
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render_game()
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