Created
December 5, 2014 06:03
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Simple Rotating Cube in Elm
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import Graphics.WebGL (..) | |
import Math.Vector3 (..) | |
import Math.Matrix4 (..) | |
type Attribute = {position : Vec3} | |
type Uniform = { rotationMatrix : Mat4} | |
type Varying = {} | |
mapMesh : (a -> b) -> [Triangle a] -> [Triangle b] | |
mapMesh = map << mapTriangle | |
square : Vec3 -> Float -> [Triangle Attribute] | |
square center size = | |
let hs = size / 2 | |
ftl = center `add` vec3 -hs hs -hs | |
ftr = center `add` vec3 hs hs -hs | |
fbr = center `add` vec3 hs -hs -hs | |
fbl = center `add` vec3 -hs -hs -hs | |
btl = center `add` vec3 -hs hs hs | |
btr = center `add` vec3 hs hs hs | |
bbr = center `add` vec3 hs -hs hs | |
bbl = center `add` vec3 -hs -hs hs | |
in mapMesh Attribute [ | |
(btl, ftl, ftr),(ftr, btr, btl) -- TOP | |
,(ftl, fbl, fbr),(fbr, ftr, ftl) -- FRONT | |
,(fbl, fbr, bbr),(bbr, bbl, fbl) -- BOTTOM | |
,(btr, bbr, bbl),(bbl, btl, btr) -- BACK | |
,(ftl, fbl, bbl),(bbl, btl, ftl) -- LEFT | |
,(ftr, fbr, bbr),(bbr, btr, ftr) -- RIGHT | |
] | |
vertexShader : Shader Attribute Uniform Varying | |
vertexShader = [glsl| | |
attribute vec3 position; | |
uniform mat4 rotationMatrix; | |
void main (){ | |
gl_Position = rotationMatrix * vec4(position,1.0); | |
} | |
|] | |
fragmentShader : Shader {} Uniform Varying | |
fragmentShader = [glsl| | |
precision mediump float; | |
void main (){ | |
gl_FragColor = vec4(1.0,0.4,0.2,1.0); | |
} | |
|] | |
test : Float -> [Entity] | |
test angle = [entity vertexShader fragmentShader (square (vec3 0 0 0) 1) (Uniform <| testMatrix angle)] | |
testMatrix : Float -> Mat4 | |
testMatrix angle = makeRotate angle (vec3 0 1 1) | |
scene : [Entity] -> Element | |
scene = webgl (400,400) | |
testSignal = (*) 0.001 <~ foldp (+) 0 (fps 60) | |
main : Signal Element | |
main = scene << test <~ testSignal |
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