bat/tests/syntax-tests/source/Elm/test.elm

138 lines
2.1 KiB
Elm

-- 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);
}
|]