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tetrahedron = map (\v -> V4 v%x v%y v%z 1)
[ V3 0 0 0, V3 1 0 0, V3 0 1 0
, V3 1 0 0, V3 0 1 0, V3 0 0 1
, V3 0 1 0, V3 0 0 1, V3 0 0 0
, V3 0 0 1, V3 0 0 0, V3 0 0 1
]
f x = (x + sin x + sin (1.1 * x)) `mod` 4 * 2
makeFrame (time :: Float)
(projmat :: Mat 4 4 Float)
(vertexstream :: PrimitiveStream Triangle (Vec 4 Float))
= imageFrame (emptyDepthImage 1, emptyColorImage navy)
`overlay` accumulablefragments
where
accumulablefragments
= vertexstream
& mapPrimitives (\x -> (scale 0.5 (projmat *. x), x))
& rasterizePrimitives (TriangleCtx CullNone PolygonFill NoOffset LastVertex) Smooth
& filterFragments (\x -> True)
& mapFragments (\x -> (rotMatrixZ time *. rotMatrixY time *. x) *! f time)
& accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
main = renderFrame $
makeFrame (Uniform "Time")
(Uniform "MVP")
(fetchArrays Triangle tetrahedron)
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