Created
October 26, 2014 19:52
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Test file for webgl static textures
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import Http (..) | |
import Math.Vector2 (Vec2) | |
import Math.Vector3 (..) | |
import Math.Matrix4 (..) | |
import Graphics.WebGL (..) | |
import Array | |
-- Define the mesh for a crate | |
crate : [Triangle { pos:Vec3, coord:Vec3 }] | |
crate = | |
concatMap rotatedFace [ (0,0), (90,0), (180,0), (270,0), (0,90), (0,-90) ] | |
rotatedFace : (Float,Float) -> [Triangle { pos:Vec3, coord:Vec3 }] | |
rotatedFace (angleX,angleY) = | |
let x = makeRotate (degrees angleX) (vec3 1 0 0) | |
y = makeRotate (degrees angleY) (vec3 0 1 0) | |
t = x `mul` y `mul` makeTranslate (vec3 0 0 1) | |
in | |
map (mapTriangle (\x -> {x | pos <- transform t x.pos })) face | |
face : [Triangle { pos:Vec3, coord:Vec3 }] | |
face = | |
let topLeft = { pos = vec3 -1 1 0, coord = vec3 0 1 0 } | |
topRight = { pos = vec3 1 1 0, coord = vec3 1 1 0 } | |
bottomLeft = { pos = vec3 -1 -1 0, coord = vec3 0 0 0 } | |
bottomRight = { pos = vec3 1 -1 0, coord = vec3 1 0 0 } | |
in | |
[ (topLeft,topRight,bottomLeft) | |
, (bottomLeft,topRight,bottomRight) | |
] | |
-- View | |
view : Float -> Mat4 | |
view angle = | |
foldr1 mul | |
[ perspective | |
, camera | |
, makeRotate (3*angle) (vec3 0 1 0) | |
, makeRotate (2*angle) (vec3 1 0 0) | |
] | |
perspective : Mat4 | |
perspective = makePerspective 45 1 0.01 100 | |
camera : Mat4 | |
camera = makeLookAt (vec3 0 0 5) (vec3 0 0 0) (vec3 0 1 0) | |
pix = (255,0,0, 255) | |
tex2 = staticTexture 2 2 <| Array.fromList [Array.fromList [pix,pix], Array.fromList [pix,pix]] | |
-- Putting it together | |
main : Signal Element | |
main = | |
let | |
texture = loadTexture "woodCrate.jpg" | |
in | |
webgl (400,400) <~ lift2 scene texture (lift view angle) | |
angle : Signal Float | |
angle = | |
foldp (\dt theta -> theta + dt / 10000) 0 (fps 25) | |
scene : Response Texture -> Mat4 -> [Entity] | |
scene response view = | |
case response of | |
Waiting -> [] | |
Failure _ _ -> [] | |
Success tex -> [entity vertexShader fragmentShader crate { crate = tex2, view = view }] | |
-- Shaders | |
vertexShader : Shader { pos:Vec3, coord:Vec3 } { u | view:Mat4 } { vcoord:Vec2 } | |
vertexShader = [glsl| | |
attribute vec3 pos; | |
attribute vec3 coord; | |
uniform mat4 view; | |
varying vec2 vcoord; | |
void main () { | |
gl_Position = view * vec4(pos, 1.0); | |
vcoord = coord.xy; | |
} | |
|] | |
fragmentShader : Shader {} { u | crate:Texture } { vcoord:Vec2 } | |
fragmentShader = [glsl| | |
precision mediump float; | |
uniform sampler2D crate; | |
varying vec2 vcoord; | |
void main () { | |
gl_FragColor = texture2D(crate, vec2(0,0)); | |
} | |
|] |
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