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

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-- 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);
 }
 |]