mirror of
https://github.com/sharkdp/bat
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138 lines
2.1 KiB
Elm
138 lines
2.1 KiB
Elm
-- elm install elm-explorations/linear-algebra
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-- elm install elm-explorations/webgl
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import Browser
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import Browser.Events as E
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import Html exposing (Html)
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import Html.Attributes exposing (width, height, style)
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import Math.Matrix4 as Mat4 exposing (Mat4)
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import Math.Vector3 as Vec3 exposing (Vec3, vec3)
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import WebGL
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-- MAIN
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main =
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Browser.element
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{ init = init
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, view = view
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, update = update
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, subscriptions = subscriptions
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}
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-- MODEL
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type alias Model =
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Float
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init : () -> (Model, Cmd Msg)
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init () =
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( 0, Cmd.none )
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-- UPDATE
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type Msg
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= TimeDelta Float
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update : Msg -> Model -> (Model, Cmd Msg)
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update msg currentTime =
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case msg of
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TimeDelta delta ->
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( delta + currentTime, Cmd.none )
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-- SUBSCRIPTIONS
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subscriptions : Model -> Sub Msg
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subscriptions _ =
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E.onAnimationFrameDelta TimeDelta
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-- VIEW
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view : Model -> Html msg
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view t =
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WebGL.toHtml
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[ width 400, height 400, style "display" "block"
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]
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[ WebGL.entity vertexShader fragmentShader mesh { perspective = perspective (t / 1000) }
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]
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perspective : Float -> Mat4
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perspective t =
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Mat4.mul
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(Mat4.makePerspective 45 1 0.01 100)
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(Mat4.makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0))
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-- MESH
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type alias Vertex =
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{ position : Vec3
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, color : Vec3
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}
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mesh : WebGL.Mesh Vertex
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mesh =
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WebGL.triangles
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[ ( Vertex (vec3 0 0 0) (vec3 1 0 0)
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, Vertex (vec3 1 1 0) (vec3 0 1 0)
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, Vertex (vec3 1 -1 0) (vec3 0 0 1)
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)
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]
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-- SHADERS
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type alias Uniforms =
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{ perspective : Mat4
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}
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vertexShader : WebGL.Shader Vertex Uniforms { vcolor : Vec3 }
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vertexShader =
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[glsl|
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attribute vec3 position;
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attribute vec3 color;
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uniform mat4 perspective;
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varying vec3 vcolor;
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void main () {
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gl_Position = perspective * vec4(position, 1.0);
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vcolor = color;
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}
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|]
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fragmentShader : WebGL.Shader {} Uniforms { vcolor : Vec3 }
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fragmentShader =
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[glsl|
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precision mediump float;
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varying vec3 vcolor;
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void main () {
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gl_FragColor = vec4(vcolor, 1.0);
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}
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|]
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