42_ft_transcendence/frontend/static/js/views/GameView3D.js

188 lines
4.0 KiB
JavaScript

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.rotation = 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);
}
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;
const programInfo = {
program: this.shader_prog,
attribLocations: {
vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
},
uniformLocations: {
projectionMatrix: this.gl.getUniformLocation(
this.shader_prog,
"uProj"
),
modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
},
};
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 = (45 * 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);
const modelViewMatrix = mat4.create();
this.rotation += 0.1;
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[-0.0, 0.0, -6.0]
);
mat4.rotate(
modelViewMatrix,
modelViewMatrix,
this.rotation,
[1, 1, 1],
);
this.setPositionAttribute(programInfo);
this.gl.useProgram(programInfo.program);
this.gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix
);
this.gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix
);
{
const offset = 0;
const vertexCount = 4;
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
setPositionAttribute(programInfo)
{
const numComponents = 2;
const type = this.gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.position);
this.gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset
);
this.gl.enableVertexAttribArray(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>
`;
}
}