229 lines
5.2 KiB
JavaScript
229 lines
5.2 KiB
JavaScript
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 { initBuffers } from "../3D/buffers.js"
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import "../3D/maths/gl-matrix-min.js"
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export default class extends AbstractView
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{
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constructor(params)
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{
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super(params, "Game");
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this.game = new Game(client, params.id);
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this.keys_pressed = [];
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this.my_player = undefined;
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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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{
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const canvas = document.getElementById('glcanva');
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this.gl = canvas.getContext("webgl");
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if(this.gl === null)
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{
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alert("Unable to initialize WebGL. Your browser or machine may not support it. You may also be a bozo");
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return;
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}
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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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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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async join_game()
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{
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await this.game.join()
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let canvas = document.createElement("canvas");
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canvas.height = this.game.config.size_x;
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canvas.width = this.game.config.size_y;
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canvas.id = "glcanva";
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document.getElementById("app").appendChild(canvas);
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this.initGL();
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this.render_game();
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}
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draw()
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{
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const canvas = document.getElementById('glcanva');
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if(canvas === null)
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return 1;
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this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
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this.gl.clearDepth(1.0);
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this.gl.enable(this.gl.DEPTH_TEST);
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this.gl.depthFunc(this.gl.LEQUAL);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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const fieldOfView = (90 * Math.PI) / 180;
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const aspect = this.gl.canvas.clientWidth / this.gl.canvas.clientHeight;
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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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mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
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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.uniformMatrix4fv(
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this.programInfo.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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}
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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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this.programInfo.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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false,
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normalMatrix,
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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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}
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setNormalAttribute()
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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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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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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}
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setPositionAttribute(programInfo)
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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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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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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}
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render_game()
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{
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let loop_id = setInterval(() => {
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if (this.game === undefined)
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clearInterval(loop_id);
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if (this.my_player)
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this.my_player.update_paddle(this.keys_pressed);
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this.draw();
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this.game?.time.new_frame();
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// 1 sec fps
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}, 1000 / 60);
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}
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async update_game_state()
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{
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document.getElementById("game-state").innerText = this.game.state;
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if (this.game.finished === false)
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await this.join_game();
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}
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async postInit()
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{
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let error_code = await this.game.init();
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if (error_code)
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return error_code;
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await this.update_game_state();
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}
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async getHtml()
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{
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return /* HTML */ `
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<link rel="stylesheet" href="/static/css/game.css">
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<h2 id="game-state"></h2>
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<div id="player_list"></div>
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`;
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}
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}
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