diff --git a/tests/syntax-tests/highlighted/Elm/test.elm b/tests/syntax-tests/highlighted/Elm/test.elm new file mode 100644 index 00000000..86efe4df --- /dev/null +++ b/tests/syntax-tests/highlighted/Elm/test.elm @@ -0,0 +1,137 @@ +-- elm install elm-explorations/linear-algebra +-- elm install elm-explorations/webgl + + +import Browser +import Browser.Events as E +import Html exposing (Html) +import Html.Attributes exposing (width, height, style) +import Math.Matrix4 as Mat4 exposing (Mat4) +import Math.Vector3 as Vec3 exposing (Vec3, vec3) +import WebGL + + + +-- MAIN + + +main = + Browser.element + { init = init + , view = view + , update = update + , subscriptions = subscriptions + } + + + +-- MODEL + + +type alias Model = + Float + + +init : () -> (Model, Cmd Msg) +init () = + ( 0, Cmd.none ) + + + +-- UPDATE + + +type Msg + = TimeDelta Float + + +update : Msg -> Model -> (Model, Cmd Msg) +update msg currentTime = + case msg of + TimeDelta delta -> + ( delta + currentTime, Cmd.none ) + + + +-- SUBSCRIPTIONS + + +subscriptions : Model -> Sub Msg +subscriptions _ = + E.onAnimationFrameDelta TimeDelta + + + +-- VIEW + + +view : Model -> Html msg +view t = + WebGL.toHtml + [ width 400, height 400, style "display" "block" + ] + [ WebGL.entity vertexShader fragmentShader mesh { perspective = perspective (t / 1000) } + ] + + +perspective : Float -> Mat4 +perspective t = + Mat4.mul + (Mat4.makePerspective 45 1 0.01 100) + (Mat4.makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0)) + + + +-- MESH + + +type alias Vertex = + { position : Vec3 + , color : Vec3 + } + + +mesh : WebGL.Mesh Vertex +mesh = + WebGL.triangles + [ ( Vertex (vec3 0 0 0) (vec3 1 0 0) + , Vertex (vec3 1 1 0) (vec3 0 1 0) + , Vertex (vec3 1 -1 0) (vec3 0 0 1) + ) + ] + + + +-- SHADERS + + +type alias Uniforms = + { perspective : Mat4 + } + + +vertexShader : WebGL.Shader Vertex Uniforms { vcolor : Vec3 } +vertexShader = + [glsl| + attribute vec3 position; + attribute vec3 color; + uniform mat4 perspective; + varying vec3 vcolor; + + void main () { + gl_Position = perspective * vec4(position, 1.0); + vcolor = color; + } + |] + + +fragmentShader : WebGL.Shader {} Uniforms { vcolor : Vec3 } +fragmentShader = + [glsl| + precision mediump float; + varying vec3 vcolor; + + void main () { + gl_FragColor = vec4(vcolor, 1.0); + } + |] diff --git a/tests/syntax-tests/source/Elm/LICENSE.md b/tests/syntax-tests/source/Elm/LICENSE.md new file mode 100644 index 00000000..b6bd01a5 --- /dev/null +++ b/tests/syntax-tests/source/Elm/LICENSE.md @@ -0,0 +1,32 @@ +The `test.elm` file has been added from [https://elm-lang.org/examples/triangle] under the following license: + +Copyright (c) 2012-present Evan Czaplicki + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + * Neither the name of Evan Czaplicki nor the names of other + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/tests/syntax-tests/source/Elm/test.elm b/tests/syntax-tests/source/Elm/test.elm new file mode 100644 index 00000000..17a99f1a --- /dev/null +++ b/tests/syntax-tests/source/Elm/test.elm @@ -0,0 +1,137 @@ +-- elm install elm-explorations/linear-algebra +-- elm install elm-explorations/webgl + + +import Browser +import Browser.Events as E +import Html exposing (Html) +import Html.Attributes exposing (width, height, style) +import Math.Matrix4 as Mat4 exposing (Mat4) +import Math.Vector3 as Vec3 exposing (Vec3, vec3) +import WebGL + + + +-- MAIN + + +main = + Browser.element + { init = init + , view = view + , update = update + , subscriptions = subscriptions + } + + + +-- MODEL + + +type alias Model = + Float + + +init : () -> (Model, Cmd Msg) +init () = + ( 0, Cmd.none ) + + + +-- UPDATE + + +type Msg + = TimeDelta Float + + +update : Msg -> Model -> (Model, Cmd Msg) +update msg currentTime = + case msg of + TimeDelta delta -> + ( delta + currentTime, Cmd.none ) + + + +-- SUBSCRIPTIONS + + +subscriptions : Model -> Sub Msg +subscriptions _ = + E.onAnimationFrameDelta TimeDelta + + + +-- VIEW + + +view : Model -> Html msg +view t = + WebGL.toHtml + [ width 400, height 400, style "display" "block" + ] + [ WebGL.entity vertexShader fragmentShader mesh { perspective = perspective (t / 1000) } + ] + + +perspective : Float -> Mat4 +perspective t = + Mat4.mul + (Mat4.makePerspective 45 1 0.01 100) + (Mat4.makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0)) + + + +-- MESH + + +type alias Vertex = + { position : Vec3 + , color : Vec3 + } + + +mesh : WebGL.Mesh Vertex +mesh = + WebGL.triangles + [ ( Vertex (vec3 0 0 0) (vec3 1 0 0) + , Vertex (vec3 1 1 0) (vec3 0 1 0) + , Vertex (vec3 1 -1 0) (vec3 0 0 1) + ) + ] + + + +-- SHADERS + + +type alias Uniforms = + { perspective : Mat4 + } + + +vertexShader : WebGL.Shader Vertex Uniforms { vcolor : Vec3 } +vertexShader = + [glsl| + attribute vec3 position; + attribute vec3 color; + uniform mat4 perspective; + varying vec3 vcolor; + + void main () { + gl_Position = perspective * vec4(position, 1.0); + vcolor = color; + } + |] + + +fragmentShader : WebGL.Shader {} Uniforms { vcolor : Vec3 } +fragmentShader = + [glsl| + precision mediump float; + varying vec3 vcolor; + + void main () { + gl_FragColor = vec4(vcolor, 1.0); + } + |]