[fix] renaming of packages in opa

[fix] renaming of packages in opa

import stdlib.widgets.colorpicker
import stdlib.widgets.core

type GuiModeler.t = {
  modeler: Modeler.modeler;
  subjects: {
    tool: subject(Modeler.tool);
    selection: { this: subject(option(Scene.objects)); color: subject(ColorFloat.color) }
    };
} ;

@client GuiModeler = {{

  Sync = {{
    on_message(state : GuiModeler.t, message) =
      set_modeler(modeler) = { set={ state with ~modeler } } ;
      set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
      match message : Central.Modelers.sync.message with
      | {load=a_scene} ->
        modeler = Modeler.load(`Scene.Client`.load(a_scene, state.modeler.client_id), state.modeler.address, state.modeler.client_id);
        subjects =
          { state.subjects with selection={
              this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
              color=
                tmp = Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection);
                Observable.change_state(tmp , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
      | { write_patch; ~patch } ->
        modeler = Modeler.write_patch(state.modeler, patch);
        set_modeler(modeler)
      end ;
  }}

  empty(scene_url, client_id) : GuiModeler.t =
    modeler = Modeler.empty(scene_url, client_id);
    subjects = { tool=Observable.make(modeler.tool); selection={ this=Observable.make(modeler.scene.selection); color=Observable.make( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) ) } };
    { ~modeler; ~subjects };

  @private on_message(state : GuiModeler.t, message) =
    set_modeler(modeler) = { set={ state with ~modeler } } ;
    _set_subjects(subjects) = { set={ state with ~subjects } } ;
    set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    send_opatch(opatch) =
      m(patch) = { apply_patch; ~patch; address=state.modeler.address };
      Option.iter((p -> Session.send(central_modelers, m(p))), opatch);
    match message with
    | {click_on_scene; ~where; ~possible_target} ->
      (modeler, opatch) = Modeler.tool_use(state.modeler, where, possible_target);
      do send_opatch(opatch);
      if Observable.get_state(state.subjects.selection.this) == modeler.scene.selection then
        set_modeler(modeler)
      else
        subjects = { state.subjects with selection={ this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
                                                     color=Observable.change_state( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
    | {modeler_change_tool=new_tool} ->
      modeler = Modeler.tool_change(state.modeler, new_tool);
      subjects = { state.subjects with tool=Observable.change_state(new_tool, state.subjects.tool) };
      set({ ~subjects; ~modeler })
    | {modeler_change_scene_selection_color; ~new_color} ->
      (modeler, opatch) = Modeler.scene_change_selection_color(state.modeler, new_color);
      do send_opatch(opatch);
      subjects = { state.subjects with selection.color=Observable.change_state(new_color, state.subjects.selection.color) };
      set({ ~subjects; ~modeler})
    end ;

  setup_menu(parent_sel, channel, s_tool) : void =
    f(some_tool) = match some_tool with
      | {selection} -> (Select, Cube)
      | {add_cube} -> (Select, Cube)
      end ;
    (id_a, id_b) = (Random.string(7), Random.string(7));
    on_tool_change =
      then_do(new_tool) =
        (text_a, text_b) = f(new_tool);
        Dom.transform([#{id_a}<- text_a, #{id_b}<- text_b]);
      { si=(-> not(Dom.is_empty(#{id_a})) && not(Dom.is_empty(#{id_b}))); ~then_do; else_autoclean };
    do Observable.register(on_tool_change, s_tool);
    menu =
      s(x) = (_ -> Session.send(channel, {modeler_change_tool=x}));

;
    ignore(Dom.put_at_start(parent_sel, Dom.of_xhtml(menu)));

  setup_selection_view(parent_sel, channel, s_selection) : void =
    id = Random.string(7);
    do
      f(some_selection) = match some_selection with
        | {none} -> <></>
        | {some=_} ->
          id = Random.string(7);
          config =
            style = { WColorpicker.default_config_style with preview=WStyler.make_style(css { height:5px; width:5px; border:1px double black;}) };
            s(a_color) =
              Session.send(channel, {modeler_change_scene_selection_color; new_color=ColorFloat.from_Color_color(a_color)});
            { WColorpicker.default_config with on_select=s; ~style };
          do
            on_sel_color_change =
              then_do(f_new_color) =
                new_color = ColorFloat.to_Color_color(f_new_color);
                WColorpicker.set_color(id, config, new_color, false);
              { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
            Observable.register(on_sel_color_change, s_selection.color);
          s(new_color) = (_ -> Session.send(channel, {modeler_change_scene_selection_color; ~new_color}));

               Color:
{ WColorpicker.html(id, config) }

        end ;
      on_selection_change =
        then_do(new_selection) = Dom.transform([#{id}<- f(new_selection)]);
        { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
      Observable.register(on_selection_change, s_selection.this);
    sel =

;
    ignore(Dom.put_at_end(parent_sel, Dom.of_xhtml(sel)));

  init(scene_url, client_id, parent_sel:dom, width, height) : void =
    id_canvas_canvas = "canvas_canvas" ;
    fail_msg =
      <>It seems that your browser and/or graphics card are incompatible with Webgl.Learn a little more about webgl support</> ;
    and_do(_) =
      (channel, get_scene, get_subjects) =
        (channel, sync_channel, get_state) = SessionExt.make_2_side(empty(scene_url, client_id), on_message, Sync.on_message);
        do Session.send(central_modelers, {register; ~scene_url; ~sync_channel; ~client_id});
        (channel, (-> get_state().modeler.scene), (->get_state().subjects)) ;
      mouse_listener(e) = match e with
        | { mousedown; ~pos; ~possible_target } -> Session.send(channel, {click_on_scene; where={x=pos.f1; y=pos.f2; z=pos.f3}; ~possible_target})
        end ;
      res = initGL(#{id_canvas_canvas}, width, height, get_scene, mouse_listener) ;
      if Outcome.is_failure(res) then ignore(Dom.put_replace(parent_sel, Dom.of_xhtml(fail_msg)))
      else
        the_subjects = get_subjects();
        do setup_menu(parent_sel, channel, the_subjects.tool);
        setup_selection_view(parent_sel, channel, the_subjects.selection);
    base =

<canvas width={width} height={height} id=#{id_canvas_canvas} onready={and_do} ></canvas>
;
    ignore(Dom.put_inside(parent_sel, Dom.of_xhtml(base)));

}}

import widgets.colorpicker
import widgets.core

type GuiModeler.t = {
  modeler: Modeler.modeler;
  subjects: {
    tool: subject(Modeler.tool);
    selection: { this: subject(option(Scene.objects)); color: subject(ColorFloat.color) }
    };
} ;

@client GuiModeler = {{

  Sync = {{
    on_message(state : GuiModeler.t, message) =
      set_modeler(modeler) = { set={ state with ~modeler } } ;
      set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
      match message : Central.Modelers.sync.message with
      | {load=a_scene} ->
        modeler = Modeler.load(`Scene.Client`.load(a_scene, state.modeler.client_id), state.modeler.address, state.modeler.client_id);
        subjects =
          { state.subjects with selection={
              this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
              color=
                tmp = Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection);
                Observable.change_state(tmp , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
      | { write_patch; ~patch } ->
        modeler = Modeler.write_patch(state.modeler, patch);
        set_modeler(modeler)
      end ;
  }}

  empty(scene_url, client_id) : GuiModeler.t =
    modeler = Modeler.empty(scene_url, client_id);
    subjects = { tool=Observable.make(modeler.tool); selection={ this=Observable.make(modeler.scene.selection); color=Observable.make( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) ) } };
    { ~modeler; ~subjects };

  @private on_message(state : GuiModeler.t, message) =
    set_modeler(modeler) = { set={ state with ~modeler } } ;
    _set_subjects(subjects) = { set={ state with ~subjects } } ;
    set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    send_opatch(opatch) =
      m(patch) = { apply_patch; ~patch; address=state.modeler.address };
      Option.iter((p -> Session.send(central_modelers, m(p))), opatch);
    match message with
    | {click_on_scene; ~where; ~possible_target} ->
      (modeler, opatch) = Modeler.tool_use(state.modeler, where, possible_target);
      do send_opatch(opatch);
      if Observable.get_state(state.subjects.selection.this) == modeler.scene.selection then
        set_modeler(modeler)
      else
        subjects = { state.subjects with selection={ this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
                                                     color=Observable.change_state( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
    | {modeler_change_tool=new_tool} ->
      modeler = Modeler.tool_change(state.modeler, new_tool);
      subjects = { state.subjects with tool=Observable.change_state(new_tool, state.subjects.tool) };
      set({ ~subjects; ~modeler })
    | {modeler_change_scene_selection_color; ~new_color} ->
      (modeler, opatch) = Modeler.scene_change_selection_color(state.modeler, new_color);
      do send_opatch(opatch);
      subjects = { state.subjects with selection.color=Observable.change_state(new_color, state.subjects.selection.color) };
      set({ ~subjects; ~modeler})
    end ;

  setup_menu(parent_sel, channel, s_tool) : void =
    f(some_tool) = match some_tool with
      | {selection} -> (Select, Cube)
      | {add_cube} -> (Select, Cube)
      end ;
    (id_a, id_b) = (Random.string(7), Random.string(7));
    on_tool_change =
      then_do(new_tool) =
        (text_a, text_b) = f(new_tool);
        Dom.transform([#{id_a}<- text_a, #{id_b}<- text_b]);
      { si=(-> not(Dom.is_empty(#{id_a})) && not(Dom.is_empty(#{id_b}))); ~then_do; else_autoclean };
    do Observable.register(on_tool_change, s_tool);
    menu =
      s(x) = (_ -> Session.send(channel, {modeler_change_tool=x}));

;
    ignore(Dom.put_at_start(parent_sel, Dom.of_xhtml(menu)));

  setup_selection_view(parent_sel, channel, s_selection) : void =
    id = Random.string(7);
    do
      f(some_selection) = match some_selection with
        | {none} -> <></>
        | {some=_} ->
          id = Random.string(7);
          config =
            style = { WColorpicker.default_config_style with preview=WStyler.make_style(css { height:5px; width:5px; border:1px double black;}) };
            s(a_color) =
              Session.send(channel, {modeler_change_scene_selection_color; new_color=ColorFloat.from_Color_color(a_color)});
            { WColorpicker.default_config with on_select=s; ~style };
          do
            on_sel_color_change =
              then_do(f_new_color) =
                new_color = ColorFloat.to_Color_color(f_new_color);
                WColorpicker.set_color(id, config, new_color, false);
              { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
            Observable.register(on_sel_color_change, s_selection.color);
          s(new_color) = (_ -> Session.send(channel, {modeler_change_scene_selection_color; ~new_color}));

               Color:
{ WColorpicker.html(id, config) }

        end ;
      on_selection_change =
        then_do(new_selection) = Dom.transform([#{id}<- f(new_selection)]);
        { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
      Observable.register(on_selection_change, s_selection.this);
    sel =

;
    ignore(Dom.put_at_end(parent_sel, Dom.of_xhtml(sel)));

  init(scene_url, client_id, parent_sel:dom, width, height) : void =
    id_canvas_canvas = "canvas_canvas" ;
    fail_msg =
      <>It seems that your browser and/or graphics card are incompatible with Webgl.Learn a little more about webgl support</> ;
    and_do(_) =
      (channel, get_scene, get_subjects) =
        (channel, sync_channel, get_state) = SessionExt.make_2_side(empty(scene_url, client_id), on_message, Sync.on_message);
        do Session.send(central_modelers, {register; ~scene_url; ~sync_channel; ~client_id});
        (channel, (-> get_state().modeler.scene), (->get_state().subjects)) ;
      mouse_listener(e) = match e with
        | { mousedown; ~pos; ~possible_target } -> Session.send(channel, {click_on_scene; where={x=pos.f1; y=pos.f2; z=pos.f3}; ~possible_target})
        end ;
      res = initGL(#{id_canvas_canvas}, width, height, get_scene, mouse_listener) ;
      if Outcome.is_failure(res) then ignore(Dom.put_replace(parent_sel, Dom.of_xhtml(fail_msg)))
      else
        the_subjects = get_subjects();
        do setup_menu(parent_sel, channel, the_subjects.tool);
        setup_selection_view(parent_sel, channel, the_subjects.selection);
    base =

<canvas width={width} height={height} id=#{id_canvas_canvas} onready={and_do} ></canvas>
;
    ignore(Dom.put_inside(parent_sel, Dom.of_xhtml(base)));

}}


removing hack code

removing hack code

@private type my_custom_shaderProgram = {
  program: Webgl.WebGLProgram;
  vertexPositionAttribute: Webgl.GLint;
  vertexNormalAttribute: Webgl.GLint;
  pMatrixUniform: Webgl.WebGLUniformLocation;
  mvMatrixUniform: Webgl.WebGLUniformLocation;
  nMatrixUniform: Webgl.WebGLUniformLocation;
  ambientColorUniform: Webgl.WebGLUniformLocation;
  lightingDirectionUniform: Webgl.WebGLUniformLocation;
  useLightingUniform: Webgl.WebGLUniformLocation
};

@private type static_buffer = {
  positions: Webgl.WebGLBuffer;
  itemSize: int; numItems: int;
  normals: Webgl.WebGLBuffer
};

@private type engine = {
  context: Webgl.Context.private;
  canvas: { selector:dom; width: int; height: int };
  shaderProgram: my_custom_shaderProgram
  static_buffers: { repcoords: { x:static_buffer; y:static_buffer; z:static_buffer } };
  framePickBuffer: Webgl.WebGLFramebuffer
} ;

@client initPickBuffer(eng) =
  gl = eng.context;
  framePickBuffer = Webgl.createFramebuffer(gl);
  renderPickBuffer = Webgl.createRenderbuffer(gl);
  pickTexture = Webgl.createTexture(gl);
  do Webgl.bindTexture(gl, Webgl.TEXTURE_2D(gl), Option.some(pickTexture));
  tex = Webgl.Uint8Array.from_int_list([0, 0, 0]);
  do Webgl.texImage2D(gl, Webgl.TEXTURE_2D(gl), 0, Webgl.RGB(gl), eng.canvas.width, eng.canvas.height, 0, Webgl.RGB(gl), Webgl.UNSIGNED_BYTE(gl), Webgl.Uint8Array.to_ArrayBuffer(tex));
  do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.some(framePickBuffer));
  do Webgl.bindRenderbuffer(gl, Webgl.RENDERBUFFER(gl), Option.some(renderPickBuffer));
  do Webgl.renderbufferStorage(gl, Webgl.RENDERBUFFER(gl), Webgl.DEPTH_COMPONENT16(gl), eng.canvas.width, eng.canvas.height);
  do Webgl.bindRenderbuffer(gl, Webgl.RENDERBUFFER(gl), Option.none);

  do Webgl.framebufferTexture2D(gl, Webgl.FRAMEBUFFER(gl), Webgl.COLOR_ATTACHMENT0(gl), Webgl.TEXTURE_2D(gl), pickTexture, 0);
  do Webgl.framebufferRenderbuffer(gl, Webgl.FRAMEBUFFER(gl), Webgl.DEPTH_ATTACHMENT(gl), Webgl.RENDERBUFFER(gl), renderPickBuffer);
  do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.none);
  do Webgl.bindTexture(gl, Webgl.TEXTURE_2D(gl), Option.none);
  framePickBuffer
;

initShaders(gl) =
  f(e, str) =
    shader = Webgl.createShader(gl, e);
    do Webgl.shaderSource(gl, shader, str);
    do Webgl.compileShader(gl, shader);
    shader;
  fragmentShader = f(Webgl.FRAGMENT_SHADER(gl), CustomShaders.shader_fs);
  vertexShader = f(Webgl.VERTEX_SHADER(gl), CustomShaders.shader_vs);
  // TODO getShaderParameter
  shaderProgram = Webgl.createProgram(gl);
  do Webgl.attachShader(gl, shaderProgram, vertexShader);
  do Webgl.attachShader(gl, shaderProgram, fragmentShader);
  do Webgl.linkProgram(gl, shaderProgram);
  // TODO : getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
  do Webgl.useProgram(gl, shaderProgram);
  shaderProgram =
    vertexPositionAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexPosition");
    vertexNormalAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexNormal");
    do Webgl.enableVertexAttribArray(gl, vertexPositionAttribute);
    do Webgl.enableVertexAttribArray(gl, vertexNormalAttribute);
    { program = shaderProgram;
      ~vertexPositionAttribute;
      ~vertexNormalAttribute;
      pMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uPMatrix");
      mvMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uMVMatrix");
      nMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uNMatrix");
      ambientColorUniform = Webgl.getUniformLocation(gl, shaderProgram, "uAmbientColor");
      lightingDirectionUniform = Webgl.getUniformLocation(gl, shaderProgram, "uLightingDirection");
      useLightingUniform = Webgl.getUniformLocation(gl, shaderProgram, "uUseLighting");
    };
  shaderProgram
;

initLineXBuffers(gl, orient) =
  (vertices, vertexNormals) = match orient with
    | {x} -> ([ 0.0, 0.0, 0.0, 5.0, 0.0, 0.0 ], [ 2.5, 0.0, 0.0,        2.5, -1.0, 0.0 ])
    | {y} -> ([ 0.0, 0.0, 0.0, 0.0, 5.0, 0.0 ], [ 0.0, 2.5, 0.0,        -1.0, 2.5, 0.0 ])
    | {z} -> ([ 0.0, 0.0, 0.0, 0.0, 0.0, 5.0 ], [ 0.0, 0.0, 2.5,        0.0, -1.0, 2.5 ])
    end ;
  vertexPositionBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexPositionBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)),
    Webgl.STATIC_DRAW(gl));
  vertexNormalBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)),
    Webgl.STATIC_DRAW(gl));
  { positions=vertexPositionBuffer; itemSize=3; numItems=2; normals=vertexNormalBuffer }
;

setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix) =
  a =
    b = mat4.to_list(pMatrix);
    c = Webgl.Float32Array.from_float_list(b);
    c;
  e =
    f = mat4.to_list(mvMatrix);
    g = Webgl.Float32Array.from_float_list(f);
    g;
  do Webgl.uniformMatrix4fv(gl, shaderProgram.pMatrixUniform, false, a);
  do Webgl.uniformMatrix4fv(gl, shaderProgram.mvMatrixUniform, false, e);
  normalMatrix = mat3.create();
  do mat4.toInverseMat3(mvMatrix, normalMatrix);
  do mat3.transpose(normalMatrix, normalMatrix);
  do Webgl.uniformMatrix3fv(gl, shaderProgram.nMatrixUniform, false, Webgl.Float32Array.from_float_list(mat3.to_list(normalMatrix)));
  void
;

setup_boxes(eng) =
  sep_largeur = 2;
  g(x, y, w, h) = { ~x; ~y; ~w; ~h } ;
  compute_left_right(x) = if ((mod(x, 2)) == 0) then
      a = (x / 2) - 1;
      (a, a)
    else
      b = (x / 2);
      (b - 1, b);
  (w_l, w_r) = compute_left_right(eng.canvas.width);
  (h_u, h_d) = compute_left_right(eng.canvas.height);
  { _YX=g(0, h_d+sep_largeur, w_l, h_u); _YZ=g(w_l+sep_largeur, h_d+sep_largeur, w_r, h_u);
    _ZX=g(0, 0, w_l, h_d); _3D=g(w_l+sep_largeur, 0, w_r, h_d) }
;

pc =
  c() =
    r() = Random.float(1.0);
    (r(), r(), r())
  List.fold((e, acc -> IntMap.add(e, c(), acc)), List.init(identity, 10), IntMap.empty)
;

drawScene_for_a_viewport(eng, viewport, eye, up, scene, mode) =
  gl = eng.context; shaderProgram = eng.shaderProgram; repcoords = eng.static_buffers.repcoords;
  do Webgl.viewport(gl, viewport.x, viewport.y, viewport.w, viewport.h);
  pMatrix =
    tmp_pMatrix = mat4.create();
    do mat4.perspective(45., float_of_int(eng.canvas.width) / float_of_int(eng.canvas.height), 0.1, 100.0, tmp_pMatrix);
    c = mat4.create() ;
    do mat4.lookAt(vec3.from_public(eye), vec3.from_public((0.0, 0.0, 0.0)), vec3.from_public(up), c);
    do mat4.multiply(tmp_pMatrix, c, tmp_pMatrix);
    tmp_pMatrix;
  mvMatrix =
    tmp_mvMatrix = mat4.create();
    do mat4.identity(tmp_mvMatrix);
    Stack.push(Stack.create(), tmp_mvMatrix);
  do setMatrixUniforms(gl, shaderProgram, pMatrix, Stack.peek(mvMatrix));
  draw_rep(r, g, b, rep) =
    do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false
    do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, r, g, b);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.positions);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.normals);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.drawArrays(gl, Webgl.LINES(gl), 0, rep.numItems);
    void ;

  _ =
    match mode with
    | {normal} ->
      do draw_rep(1.0, 0.0, 0.0, repcoords.x);
      do draw_rep(0.0, 1.0, 0.0, repcoords.y);
      do draw_rep(0.0, 0.0, 1.0, repcoords.z);

      do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 1); // 1 = true
      do Webgl.uniform3f(gl, shaderProgram.lightingDirectionUniform, 0.85, 0.8, 0.75);
      List.iter(((pos, object) -> display(eng, pMatrix, mvMatrix, pos, object, Option.none)), scene)
    | {pick} ->
      do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.some(eng.framePickBuffer));
      do Webgl.clear(gl, Webgl.GLbitfield_OR(Webgl.COLOR_BUFFER_BIT(gl), Webgl.DEPTH_BUFFER_BIT(gl)));
      do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false;
      c(i) = IntMap.get(i, pc) ? (0.1, 0.2, 0.3);
      do List.iteri((i, (pos, object) -> display(eng, pMatrix, mvMatrix, pos, object, Option.some(c(i)))), scene);
      void
    end ;

  void
;

drawScene_and_register(eng, get_scene : (->list(vec3)), get_mode) =
  viewbox = setup_boxes(eng) ;
  rec aux(eng) =
    gl = eng.context;
    scene = List.map((p -> (p, Cube.create(gl))), get_scene());
    do match get_mode() with
    | {pick=pos; ~close} ->
      do Log.debug("Picking", "...");
      do drawScene_for_a_viewport(eng, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._3D, (10.0, 5.0, 15.0), (0.0, 1.0, 0.0), scene, {pick});
      data = Webgl.Uint8Array.from_int_list(List.init((_->123), 4));
      do Webgl.readPixels(gl, pos.x_px, pos.y_px, 1, 1, Webgl.RGBA(gl), Webgl.UNSIGNED_BYTE(gl), Webgl.Uint8Array.to_ArrayBuffer(data));
      pickedColor = match Webgl.Uint8Array.to_int_list(data) with
        | [r, g, b, _] -> (r, g, b)
        | _ -> error("Picking failure")
        end ;
      do Log.debug("Picking", "Color is: { pickedColor }");
      do jlog("Color is: { pickedColor }");
      do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.none);
      close()
    | {normal} ->
      do Webgl.clear(gl, Webgl.GLbitfield_OR(Webgl.COLOR_BUFFER_BIT(gl), Webgl.DEPTH_BUFFER_BIT(gl)));
      do drawScene_for_a_viewport(eng, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), scene, {normal});
      do drawScene_for_a_viewport(eng, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), scene, {normal});
      do drawScene_for_a_viewport(eng, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), scene, {normal});
      drawScene_for_a_viewport(eng, viewbox._3D, (10.0, 5.0, 15.0), (0.0, 1.0, 0.0), scene, {normal})
    end ;
    do RequestAnimationFrame.request((_ -> aux(eng)), #{id_canvas_area});
    void
    ;
  aux(eng)
;

initGL(canvas_sel, width, height) : void =
  match Webgl.getContext(Dom.of_selection(canvas_sel), "experimental-webgl") with
  | { some=context } ->
    mode = Mutable.make_client({normal});
    is_picking(m) = match m with | { pick=_; close=_ } -> true | _ -> false end;
    _ =
      handler(e) =
        m_pos = // we transform the pos to be relative to the upper leftcorner of the canvas
          c_pos = Dom.get_offset(#{id_canvas_area});
          rel = e.mouse_position_on_page;
          { x_px=max(rel.x_px - c_pos.x_px, 0); y_px=max(rel.y_px - c_pos.y_px, 0) };
        // now with gl the origin will be at the lower left corner
        gl_pos = { x_px=min(max(m_pos.x_px,0), height-1); y_px=min(max(height - 1 - m_pos.y_px, 0), width-1) };
        do if not(is_picking(mode.get())) then mode.set({pick=gl_pos; close=(->mode.set({normal}))});
        Log.debug("P", "[(,)-({m_pos.x_px},{m_pos.y_px})] {gl_pos.x_px}, {gl_pos.y_px}");
      Dom.bind(canvas_sel, { mousedown }, handler);
    gl = context;
    eng : engine =
      start = @openrecord({ context=gl; canvas={ selector=canvas_sel; ~width; ~height } });
      start = { start with shaderProgram=initShaders(gl) };
      start = { start with framePickBuffer=initPickBuffer(start) } ;
      { start with static_buffers.repcoords=
        { x=initLineXBuffers(gl, {x}); y=initLineXBuffers(gl, {y}); z=initLineXBuffers(gl, {z}) } };
    //Clear screen and make everything light gray
    do Webgl.clearColor(gl, 0.9, 0.9, 0.9, 1.0);
    //we should do depth testing so that things drawn behind other
    //things should be hidden by the things in front of them).
    do Webgl.clearDepth(gl, 1.0);
    do Webgl.enable(gl, Webgl.DEPTH_TEST(gl));
    do Webgl.depthFunc(gl, Webgl.LEQUAL(gl));
    do drawScene_and_register(eng, (-> [ (0.0, 0.0, 0.0), (3.0, 0.0, 0.0), (6.0, 0.0, 0.0) ]), mode.get);
    void
  | { none } -> error("no context found")
  end ;

@private type my_custom_shaderProgram = {
  program: Webgl.WebGLProgram;
  vertexPositionAttribute: Webgl.GLint;
  vertexNormalAttribute: Webgl.GLint;
  pMatrixUniform: Webgl.WebGLUniformLocation;
  mvMatrixUniform: Webgl.WebGLUniformLocation;
  nMatrixUniform: Webgl.WebGLUniformLocation;
  ambientColorUniform: Webgl.WebGLUniformLocation;
  lightingDirectionUniform: Webgl.WebGLUniformLocation;
  useLightingUniform: Webgl.WebGLUniformLocation
};

@private type static_buffer = {
  positions: Webgl.WebGLBuffer;
  itemSize: int; numItems: int;
  normals: Webgl.WebGLBuffer
};

@private type engine = {
  context: Webgl.Context.private;
  canvas: { selector:dom; width: int; height: int };
  shaderProgram: my_custom_shaderProgram
  static_buffers: { repcoords: { x:static_buffer; y:static_buffer; z:static_buffer } };
  framePickBuffer: Webgl.WebGLFramebuffer
} ;

//@client pluto = Mutable.make_client(Option.none:option(Webgl.WebGLRenderbuffer));
@client pluti = Mutable.make_client(Option.none:option(Webgl.WebGLTexture));
//client pluto = Mutable.make_client(Option.some(Magic.id(42) : Webgl.WebGLRenderbuffer));

@client initPickBuffer(eng) =
  gl = eng.context;
  framePickBuffer = Webgl.createFramebuffer(gl);
  renderPickBuffer = Webgl.createRenderbuffer(gl);
  pickTexture = Webgl.createTexture(gl);
  do Webgl.bindTexture(gl, Webgl.TEXTURE_2D(gl), Option.some(pickTexture));
  tex = Webgl.Uint8Array.from_int_list([0, 0, 0]);
  do Webgl.texImage2D(gl, Webgl.TEXTURE_2D(gl), 0, Webgl.RGB(gl), eng.canvas.width, eng.canvas.height, 0, Webgl.RGB(gl), Webgl.UNSIGNED_BYTE(gl), Webgl.Uint8Array.to_ArrayBuffer(tex));
  //do Webgl.texParameteri(gl, Webgl.TEXTURE_2D(gl), Webgl.TEXTURE_MAG_FILTER(gl), Webgl.GLenum_to_GLint(gl, Webgl.LINEAR(gl)));
  //do Webgl.texParameteri(gl, Webgl.TEXTURE_2D(gl), Webgl.TEXTURE_MIN_FILTER(gl), Webgl.GLenum_to_GLint(gl, Webgl.LINEAR(gl)));
  do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.some(framePickBuffer));
  do Webgl.bindRenderbuffer(gl, Webgl.RENDERBUFFER(gl), Option.some(renderPickBuffer));
  do Webgl.renderbufferStorage(gl, Webgl.RENDERBUFFER(gl), Webgl.DEPTH_COMPONENT16(gl), eng.canvas.width, eng.canvas.height);
  do Webgl.bindRenderbuffer(gl, Webgl.RENDERBUFFER(gl), Option.none);

  do Webgl.framebufferTexture2D(gl, Webgl.FRAMEBUFFER(gl), Webgl.COLOR_ATTACHMENT0(gl), Webgl.TEXTURE_2D(gl), pickTexture, 0);
  do Webgl.framebufferRenderbuffer(gl, Webgl.FRAMEBUFFER(gl), Webgl.DEPTH_ATTACHMENT(gl), Webgl.RENDERBUFFER(gl), renderPickBuffer);
  do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.none);
  //do pluto.set(Option.some(renderPickBuffer));
  do pluti.set(Option.some(pickTexture));
  do Webgl.bindTexture(gl, Webgl.TEXTURE_2D(gl), Option.none);
  framePickBuffer
;

initShaders(gl) =
  f(e, str) =
    shader = Webgl.createShader(gl, e);
    do Webgl.shaderSource(gl, shader, str);
    do Webgl.compileShader(gl, shader);
    shader;
  fragmentShader = f(Webgl.FRAGMENT_SHADER(gl), CustomShaders.shader_fs);
  vertexShader = f(Webgl.VERTEX_SHADER(gl), CustomShaders.shader_vs);
  // TODO getShaderParameter
  shaderProgram = Webgl.createProgram(gl);
  do Webgl.attachShader(gl, shaderProgram, vertexShader);
  do Webgl.attachShader(gl, shaderProgram, fragmentShader);
  do Webgl.linkProgram(gl, shaderProgram);
  // TODO : getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
  do Webgl.useProgram(gl, shaderProgram);
  shaderProgram =
    vertexPositionAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexPosition");
    vertexNormalAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexNormal");
    do Webgl.enableVertexAttribArray(gl, vertexPositionAttribute);
    do Webgl.enableVertexAttribArray(gl, vertexNormalAttribute);
    { program = shaderProgram;
      ~vertexPositionAttribute;
      ~vertexNormalAttribute;
      pMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uPMatrix");
      mvMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uMVMatrix");
      nMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uNMatrix");
      ambientColorUniform = Webgl.getUniformLocation(gl, shaderProgram, "uAmbientColor");
      lightingDirectionUniform = Webgl.getUniformLocation(gl, shaderProgram, "uLightingDirection");
      useLightingUniform = Webgl.getUniformLocation(gl, shaderProgram, "uUseLighting");
    };
  shaderProgram
;

initLineXBuffers(gl, orient) =
  (vertices, vertexNormals) = match orient with
    | {x} -> ([ 0.0, 0.0, 0.0, 5.0, 0.0, 0.0 ], [ 2.5, 0.0, 0.0,        2.5, -1.0, 0.0 ])
    | {y} -> ([ 0.0, 0.0, 0.0, 0.0, 5.0, 0.0 ], [ 0.0, 2.5, 0.0,        -1.0, 2.5, 0.0 ])
    | {z} -> ([ 0.0, 0.0, 0.0, 0.0, 0.0, 5.0 ], [ 0.0, 0.0, 2.5,        0.0, -1.0, 2.5 ])
    end ;
  vertexPositionBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexPositionBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)),
    Webgl.STATIC_DRAW(gl));
  vertexNormalBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)),
    Webgl.STATIC_DRAW(gl));
  { positions=vertexPositionBuffer; itemSize=3; numItems=2; normals=vertexNormalBuffer }
;

setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix) =
  a =
    b = mat4.to_list(pMatrix);
    c = Webgl.Float32Array.from_float_list(b);
    c;
  e =
    f = mat4.to_list(mvMatrix);
    g = Webgl.Float32Array.from_float_list(f);
    g;
  do Webgl.uniformMatrix4fv(gl, shaderProgram.pMatrixUniform, false, a);
  do Webgl.uniformMatrix4fv(gl, shaderProgram.mvMatrixUniform, false, e);
  normalMatrix = mat3.create();
  do mat4.toInverseMat3(mvMatrix, normalMatrix);
  do mat3.transpose(normalMatrix, normalMatrix);
  do Webgl.uniformMatrix3fv(gl, shaderProgram.nMatrixUniform, false, Webgl.Float32Array.from_float_list(mat3.to_list(normalMatrix)));
  void
;

setup_boxes(eng) =
  sep_largeur = 2;
  g(x, y, w, h) = { ~x; ~y; ~w; ~h } ;
  compute_left_right(x) = if ((mod(x, 2)) == 0) then
      a = (x / 2) - 1;
      (a, a)
    else
      b = (x / 2);
      (b - 1, b);
  (w_l, w_r) = compute_left_right(eng.canvas.width);
  (h_u, h_d) = compute_left_right(eng.canvas.height);
  { _YX=g(0, h_d+sep_largeur, w_l, h_u); _YZ=g(w_l+sep_largeur, h_d+sep_largeur, w_r, h_u);
    _ZX=g(0, 0, w_l, h_d); _3D=g(w_l+sep_largeur, 0, w_r, h_d) }
;

pc =
  c() =
    r() = Random.float(1.0);
    (r(), r(), r())
  List.fold((e, acc -> IntMap.add(e, c(), acc)), List.init(identity, 10), IntMap.empty)
;

drawScene_for_a_viewport(eng, viewport, eye, up, scene, mode) =
  gl = eng.context; shaderProgram = eng.shaderProgram; repcoords = eng.static_buffers.repcoords;
  do Webgl.viewport(gl, viewport.x, viewport.y, viewport.w, viewport.h);
  pMatrix =
    tmp_pMatrix = mat4.create();
    do mat4.perspective(45., float_of_int(eng.canvas.width) / float_of_int(eng.canvas.height), 0.1, 100.0, tmp_pMatrix);
    c = mat4.create() ;
    do mat4.lookAt(vec3.from_public(eye), vec3.from_public((0.0, 0.0, 0.0)), vec3.from_public(up), c);
    do mat4.multiply(tmp_pMatrix, c, tmp_pMatrix);
    tmp_pMatrix;
  mvMatrix =
    tmp_mvMatrix = mat4.create();
    do mat4.identity(tmp_mvMatrix);
    Stack.push(Stack.create(), tmp_mvMatrix);
  do setMatrixUniforms(gl, shaderProgram, pMatrix, Stack.peek(mvMatrix));
  draw_rep(r, g, b, rep) =
    do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false
    do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, r, g, b);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.positions);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.normals);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.drawArrays(gl, Webgl.LINES(gl), 0, rep.numItems);
    void ;

  _ =
    match mode with
    | {normal} ->
      do draw_rep(1.0, 0.0, 0.0, repcoords.x);
      do draw_rep(0.0, 1.0, 0.0, repcoords.y);
      do draw_rep(0.0, 0.0, 1.0, repcoords.z);

      do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 1); // 1 = true
      do Webgl.uniform3f(gl, shaderProgram.lightingDirectionUniform, 0.85, 0.8, 0.75);
      List.iter(((pos, object) -> display(eng, pMatrix, mvMatrix, pos, object, Option.none)), scene)
    | {pick} ->
      do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.some(eng.framePickBuffer));
      //do Webgl.bindTexture(gl, Webgl.TEXTURE_2D(gl), pluti.get());
      do Webgl.clear(gl, Webgl.GLbitfield_OR(Webgl.COLOR_BUFFER_BIT(gl), Webgl.DEPTH_BUFFER_BIT(gl)));
      //do Webgl.bindRenderbuffer(gl, Webgl.RENDERBUFFER(gl), pluto.get());
      do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false;
      c(i) = IntMap.get(i, pc) ? (0.1, 0.2, 0.3);
      do List.iteri((i, (pos, object) -> display(eng, pMatrix, mvMatrix, pos, object, Option.some(c(i)))), scene);
      //Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.none)
      void
    end ;

  void
;

drawScene_and_register(eng, get_scene : (->list(vec3)), get_mode) =
  viewbox = setup_boxes(eng) ;
  rec aux(eng) =
    gl = eng.context;
    scene = List.map((p -> (p, Cube.create(gl))), get_scene());
    do match get_mode() with
    | {pick=pos; ~close} ->
      //do Webgl.clear(gl, Webgl.GLbitfield_OR(Webgl.COLOR_BUFFER_BIT(gl), Webgl.DEPTH_BUFFER_BIT(gl)));
      do Log.debug("Picking", "...");
      do drawScene_for_a_viewport(eng, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), scene, {pick});
      do drawScene_for_a_viewport(eng, viewbox._3D, (10.0, 5.0, 15.0), (0.0, 1.0, 0.0), scene, {pick});
      data = Webgl.Uint8Array.from_int_list(List.init((_->123), 4));
      do Webgl.readPixels(gl, pos.x_px, pos.y_px, 1, 1, Webgl.RGBA(gl), Webgl.UNSIGNED_BYTE(gl), Webgl.Uint8Array.to_ArrayBuffer(data));
      pickedColor = match Webgl.Uint8Array.to_int_list(data) with
        | [r, g, b, _] -> (r, g, b)
        | _ -> error("Picking failure")
        end ;
      do Log.debug("Picking", "Color is: { pickedColor }");
      do jlog("Color is: { pickedColor }");
      do Webgl.bindFramebuffer(gl, Webgl.FRAMEBUFFER(gl), Option.none);
      close()
    | {normal} ->
      do Webgl.clear(gl, Webgl.GLbitfield_OR(Webgl.COLOR_BUFFER_BIT(gl), Webgl.DEPTH_BUFFER_BIT(gl)));
      do drawScene_for_a_viewport(eng, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), scene, {normal});
      do drawScene_for_a_viewport(eng, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), scene, {normal});
      do drawScene_for_a_viewport(eng, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), scene, {normal});
      drawScene_for_a_viewport(eng, viewbox._3D, (10.0, 5.0, 15.0), (0.0, 1.0, 0.0), scene, {normal})
    end ;
    do RequestAnimationFrame.request((_ -> aux(eng)), #{id_canvas_area});
    void
    ;
  aux(eng)
;

initGL(canvas_sel, width, height) : void =
  match Webgl.getContext(Dom.of_selection(canvas_sel), "experimental-webgl") with
  | { some=context } ->
    mode = Mutable.make_client({normal});
    is_picking(m) = match m with | { pick=_; close=_ } -> true | _ -> false end;
    _ =
      handler(e) =
        m_pos = // we transform the pos to be relative to the upper leftcorner of the canvas
          c_pos = Dom.get_offset(#{id_canvas_area});
          rel = e.mouse_position_on_page;
          { x_px=max(rel.x_px - c_pos.x_px, 0); y_px=max(rel.y_px - c_pos.y_px, 0) };
        // now with gl the origin will be at the lower left corner
        gl_pos = { x_px=min(max(m_pos.x_px,0), height-1); y_px=min(max(height - 1 - m_pos.y_px, 0), width-1) };
        do if not(is_picking(mode.get())) then mode.set({pick=gl_pos; close=(->mode.set({normal}))});
        Log.debug("P", "[(,)-({m_pos.x_px},{m_pos.y_px})] {gl_pos.x_px}, {gl_pos.y_px}");
      Dom.bind(canvas_sel, { mousedown }, handler);
    gl = context;
    eng : engine =
      start = @openrecord({ context=gl; canvas={ selector=canvas_sel; ~width; ~height } });
      start = { start with shaderProgram=initShaders(gl) };
      start = { start with framePickBuffer=initPickBuffer(start) } ;
      { start with static_buffers.repcoords=
        { x=initLineXBuffers(gl, {x}); y=initLineXBuffers(gl, {y}); z=initLineXBuffers(gl, {z}) } };
    //Clear screen and make everything light gray
    do Webgl.clearColor(gl, 0.9, 0.9, 0.9, 1.0);
    //we should do depth testing so that things drawn behind other
    //things should be hidden by the things in front of them).
    do Webgl.clearDepth(gl, 1.0);
    do Webgl.enable(gl, Webgl.DEPTH_TEST(gl));
    do Webgl.depthFunc(gl, Webgl.LEQUAL(gl));
    do drawScene_and_register(eng, (-> [ (0.0, 0.0, 0.0), (3.0, 0.0, 0.0), (6.0, 0.0, 0.0) ]), mode.get);
    void
  | { none } -> error("no context found")
  end ;


removing a warning on make_own

removing a warning on make_own

import stdlib.widgets.colorpicker
import stdlib.widgets.core

type GuiModeler.t = {
  modeler: Modeler.modeler;
  subjects: {
    tool: subject(Modeler.tool);
    selection: { this: subject(option(Scene.objects)); color: subject(ColorFloat.color) }
    };
  width: int; height: int
} ;

@client GuiModeler = {{

  Sync = {{
    on_message(state : GuiModeler.t, message) =
      set_modeler(modeler) = { set={ state with ~modeler } } ;
      set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
      match message : Central.Modelers.sync.message with
      | {load=a_scene} ->
        modeler = Modeler.load(`Scene.Client`.load(a_scene, state.modeler.client_id), state.modeler.address, state.modeler.client_id, float_of_int(state.height) / float_of_int(state.width));
        subjects =
          { state.subjects with selection={
              this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
              color=
                tmp = Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection);
                Observable.change_state(tmp , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
      | { write_patch; ~patch } ->
        modeler = Modeler.write_patch(state.modeler, patch);
        set_modeler(modeler)
      end ;
  }}

  empty(scene_url, client_id, width, height) : GuiModeler.t =
    modeler = Modeler.empty(scene_url, client_id, float_of_int(height) / float_of_int(width));
    subjects = { tool=Observable.make(modeler.tool); selection={ this=Observable.make(modeler.scene.selection); color=Observable.make( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) ) } };
    { ~modeler; ~subjects; ~width; ~height };

  @private on_message(state : GuiModeler.t, message) =
    _set_modeler(modeler) = { set={ state with ~modeler } } ;
    _set_subjects(subjects) = { set={ state with ~subjects } } ;
    set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    _set_with_last(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    send_opatch(opatch) =
      m(patch) = { apply_patch; ~patch; address=state.modeler.address };
      Option.iter((p -> Session.send(central_modelers, m(p))), opatch);
    reset_subjects(modeler) =
      subjects = { state.subjects with selection={ this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
                                                   color=Observable.change_state( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) , state.subjects.selection.color) } };
      { state with ~subjects; ~modeler };
    match message with
    | {click_on_scene; ~where; ~possible_target} ->
      (modeler, opatch) = Modeler.tool_use(state.modeler, where, possible_target);
      do send_opatch(opatch);
      if Observable.get_state(state.subjects.selection.this) == modeler.scene.selection then
        { set={ state with ~modeler } }
      else
        state = reset_subjects(modeler);
        set(state)
    | {modeler_change_tool=new_tool} ->
      modeler = Modeler.tool_change(state.modeler, new_tool);
      subjects = { state.subjects with tool=Observable.change_state(new_tool, state.subjects.tool) };
      set({ ~subjects; ~modeler })
    | {modeler_change_scene_selection_color; ~new_color} ->
      (modeler, opatch) = Modeler.scene_change_selection_color(state.modeler, new_color);
      do send_opatch(opatch);
      subjects = { state.subjects with selection.color=Observable.change_state(new_color, state.subjects.selection.color) };
      set({ ~subjects; ~modeler})
    | {modeler_apply_possible_move; ~where; ~switch } ->
      (modeler, opatch) = Modeler.do_possible_move(state.modeler, where, switch);
      do send_opatch(opatch);
      { set={ state with ~modeler } }
    | {modeler_delete_scene_selection} ->
      (modeler, opatch) = Modeler.scene_delete_selection(state.modeler);
      do send_opatch(opatch);
      set(reset_subjects(modeler))
    end ;

  setup_menu(parent_sel, channel, s_tool) : void =
    f(some_tool) = match some_tool with
      | {selection} -> (Select, Cube)
      | {add_cube} -> (Select, Cube)
      end ;
    (id_a, id_b) = (Random.string(7), Random.string(7));
    on_tool_change =
      then_do(new_tool) =
        (text_a, text_b) = f(new_tool);
        Dom.transform([#{id_a}<- text_a, #{id_b}<- text_b]);
      { si=(-> not(Dom.is_empty(#{id_a})) && not(Dom.is_empty(#{id_b}))); ~then_do; else_autoclean };
    do Observable.register(on_tool_change, s_tool);
    menu =
      s(x) = (_ -> Session.send(channel, {modeler_change_tool=x}));

;
    ignore(Dom.put_at_start(parent_sel, Dom.of_xhtml(menu)));

  setup_selection_view(parent_sel, channel, s_selection) : void =
    id = Random.string(7);
    do
      f(some_selection) = match some_selection with
        | {none} -> <></>
        | {some=_} ->
          id = Random.string(7);
          config =
            style = { WColorpicker.default_config_style with preview=WStyler.make_style(css { height:10px; width:10px; border:1px double black;}) };
            s(a_color) =
              Session.send(channel, {modeler_change_scene_selection_color; new_color=ColorFloat.from_Color_color(a_color)});
            { WColorpicker.default_config with on_select=s; ~style };
          do
            on_sel_color_change =
              then_do(f_new_color) =
                new_color = ColorFloat.to_Color_color(f_new_color);
                WColorpicker.set_color(id, config, new_color, false);
              { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
            Observable.register(on_sel_color_change, s_selection.color);

            Cube

Color:
{ WColorpicker.html(id, config) }

 Session.send(channel, {modeler_delete_scene_selection})}>Remove me

        end ;
      on_selection_change =
        then_do(new_selection) = Dom.transform([#{id}<- f(new_selection)]);
        { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
      Observable.register(on_selection_change, s_selection.this);
    sel =

;
    ignore(Dom.put_at_end(parent_sel, Dom.of_xhtml(sel)));

  init(scene_url, client_id, parent_sel:dom, width, height) : void =
    id_canvas_canvas = "canvas_canvas" ;
    fail_msg =
      <>It seems that your browser and/or graphics card are incompatible with Webgl.Learn a little more about webgl support</> ;
    and_do(_) =
      (channel, get_scene, get_subjects, get_camera_setting) =
        (channel, sync_channel, get_state) = SessionExt.make_2_side(empty(scene_url, client_id, width, height), on_message, Sync.on_message);
        do Session.send(central_modelers, {register; ~scene_url; ~sync_channel; ~client_id});
        (channel, (-> get_state().modeler.scene), (->get_state().subjects), (->get_state().modeler.views)) ;
      support_gpu_picking = Mutable.make(Option.none);
      lock_mouse_event = Mutable.make(false);
      mouse_listener =
        rec on_message_mouse_listener(state_mouse, msg) =
          match msg with
          | { mousedown; event=_; ~abs_full_pos; ~gl_pos } ->
            f(gpu_picker_regsiter) =
              do lock_mouse_event.set(true);
              sub(possible_target) =
                do Session.send(channel, {click_on_scene; where=gl_pos; ~possible_target});
                Session.send(channel_mouse_listener, { _internal; done_down });
              gpu_picker_regsiter((abs_full_pos, sub)) ;
            do Option.iter(f, support_gpu_picking.get());
            { set={ running_down=List.empty } }
          | { mouseup; event=_; ~gl_pos; ~switch } ->
            f() =
              msg = {modeler_apply_possible_move; where=gl_pos; ~switch };
              Session.send(channel, msg);
            match state_mouse with
            | { nothing } -> do f(); { unchanged }
            | { running_down=l } ->
              { set={ running_down=List.cons(f, l) } }
            end
          | { _internal; done_down } -> match state_mouse with
            | { nothing } -> do Log.debug("", ""); { unchanged }
            | { running_down=l } -> do List.iter((f -> f()), l); { set={ nothing } }
            end
          end
        and val channel_mouse_listener = Session.make({nothing}, on_message_mouse_listener);
        (msg -> Session.send(channel_mouse_listener, msg));
      res = initGL(#{id_canvas_canvas}, width, height, get_scene, get_camera_setting, mouse_listener, support_gpu_picking) ;
      if Outcome.is_failure(res) then ignore(Dom.put_replace(parent_sel, Dom.of_xhtml(fail_msg)))
      else
        the_subjects = get_subjects();
        do setup_menu(parent_sel, channel, the_subjects.tool);
        setup_selection_view(parent_sel, channel, the_subjects.selection);
    base =

<canvas width={width} height={height} id=#{id_canvas_canvas} onready={and_do} ></canvas>
;
    ignore(Dom.put_inside(parent_sel, Dom.of_xhtml(base)));

}}

import stdlib.widgets.colorpicker
import stdlib.widgets.core

type GuiModeler.t = {
  modeler: Modeler.modeler;
  subjects: {
    tool: subject(Modeler.tool);
    selection: { this: subject(option(Scene.objects)); color: subject(ColorFloat.color) }
    };
  width: int; height: int
} ;

@client GuiModeler = {{

  Sync = {{
    on_message(state : GuiModeler.t, message) =
      set_modeler(modeler) = { set={ state with ~modeler } } ;
      set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
      match message : Central.Modelers.sync.message with
      | {load=a_scene} ->
        modeler = Modeler.load(`Scene.Client`.load(a_scene, state.modeler.client_id), state.modeler.address, state.modeler.client_id, float_of_int(state.height) / float_of_int(state.width));
        subjects =
          { state.subjects with selection={
              this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
              color=
                tmp = Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection);
                Observable.change_state(tmp , state.subjects.selection.color) } };
        set({ ~subjects; ~modeler })
      | { write_patch; ~patch } ->
        modeler = Modeler.write_patch(state.modeler, patch);
        set_modeler(modeler)
      end ;
  }}

  empty(scene_url, client_id, width, height) : GuiModeler.t =
    modeler = Modeler.empty(scene_url, client_id, float_of_int(height) / float_of_int(width));
    subjects = { tool=Observable.make(modeler.tool); selection={ this=Observable.make(modeler.scene.selection); color=Observable.make( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) ) } };
    { ~modeler; ~subjects; ~width; ~height };

  @private on_message(state : GuiModeler.t, message) =
    _set_modeler(modeler) = { set={ state with ~modeler } } ;
    _set_subjects(subjects) = { set={ state with ~subjects } } ;
    set(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    _set_with_last(new_state) = { set={ state with subjects=new_state.subjects; modeler=new_state.modeler } };
    send_opatch(opatch) =
      m(patch) = { apply_patch; ~patch; address=state.modeler.address };
      Option.iter((p -> Session.send(central_modelers, m(p))), opatch);
    reset_subjects(modeler) =
      subjects = { state.subjects with selection={ this=Observable.change_state(modeler.scene.selection, state.subjects.selection.this);
                                                   color=Observable.change_state( Option.switch((o->o.color), ColorFloat.random(), modeler.scene.selection) , state.subjects.selection.color) } };
      { state with ~subjects; ~modeler };
    match message with
    | {click_on_scene; ~where; ~possible_target} ->
      (modeler, opatch) = Modeler.tool_use(state.modeler, where, possible_target);
      do send_opatch(opatch);
      if Observable.get_state(state.subjects.selection.this) == modeler.scene.selection then
        { set={ state with ~modeler } }
      else
        state = reset_subjects(modeler);
        set(state)
    | {modeler_change_tool=new_tool} ->
      modeler = Modeler.tool_change(state.modeler, new_tool);
      subjects = { state.subjects with tool=Observable.change_state(new_tool, state.subjects.tool) };
      set({ ~subjects; ~modeler })
    | {modeler_change_scene_selection_color; ~new_color} ->
      (modeler, opatch) = Modeler.scene_change_selection_color(state.modeler, new_color);
      do send_opatch(opatch);
      subjects = { state.subjects with selection.color=Observable.change_state(new_color, state.subjects.selection.color) };
      set({ ~subjects; ~modeler})
    | {modeler_apply_possible_move; ~where; ~switch } ->
      (modeler, opatch) = Modeler.do_possible_move(state.modeler, where, switch);
      do send_opatch(opatch);
      { set={ state with ~modeler } }
    | {modeler_delete_scene_selection} ->
      (modeler, opatch) = Modeler.scene_delete_selection(state.modeler);
      do send_opatch(opatch);
      set(reset_subjects(modeler))
    end ;

  setup_menu(parent_sel, channel, s_tool) : void =
    f(some_tool) = match some_tool with
      | {selection} -> (Select, Cube)
      | {add_cube} -> (Select, Cube)
      end ;
    (id_a, id_b) = (Random.string(7), Random.string(7));
    on_tool_change =
      then_do(new_tool) =
        (text_a, text_b) = f(new_tool);
        Dom.transform([#{id_a}<- text_a, #{id_b}<- text_b]);
      { si=(-> not(Dom.is_empty(#{id_a})) && not(Dom.is_empty(#{id_b}))); ~then_do; else_autoclean };
    do Observable.register(on_tool_change, s_tool);
    menu =
      s(x) = (_ -> Session.send(channel, {modeler_change_tool=x}));

;
    ignore(Dom.put_at_start(parent_sel, Dom.of_xhtml(menu)));

  setup_selection_view(parent_sel, channel, s_selection) : void =
    id = Random.string(7);
    do
      f(some_selection) = match some_selection with
        | {none} -> <></>
        | {some=_} ->
          id = Random.string(7);
          config =
            style = { WColorpicker.default_config_style with preview=WStyler.make_style(css { height:10px; width:10px; border:1px double black;}) };
            s(a_color) =
              Session.send(channel, {modeler_change_scene_selection_color; new_color=ColorFloat.from_Color_color(a_color)});
            { WColorpicker.default_config with on_select=s; ~style };
          do
            on_sel_color_change =
              then_do(f_new_color) =
                new_color = ColorFloat.to_Color_color(f_new_color);
                WColorpicker.set_color(id, config, new_color, false);
              { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
            Observable.register(on_sel_color_change, s_selection.color);

            Cube

Color:
{ WColorpicker.html(id, config) }

 Session.send(channel, {modeler_delete_scene_selection})}>Remove me

        end ;
      on_selection_change =
        then_do(new_selection) = Dom.transform([#{id}<- f(new_selection)]);
        { si=(->not(Dom.is_empty(#{id}))); ~then_do; else_autoclean };
      Observable.register(on_selection_change, s_selection.this);
    sel =

;
    ignore(Dom.put_at_end(parent_sel, Dom.of_xhtml(sel)));

  init(scene_url, client_id, parent_sel:dom, width, height) : void =
    id_canvas_canvas = "canvas_canvas" ;
    fail_msg =
      <>It seems that your browser and/or graphics card are incompatible with Webgl.Learn a little more about webgl support</> ;
    and_do(_) =
      (channel, get_scene, get_subjects, get_camera_setting) =
        (channel, sync_channel, get_state) = SessionExt.make_2_side(empty(scene_url, client_id, width, height), on_message, Sync.on_message);
        do Session.send(central_modelers, {register; ~scene_url; ~sync_channel; ~client_id});
        (channel, (-> get_state().modeler.scene), (->get_state().subjects), (->get_state().modeler.views)) ;
      support_gpu_picking = Mutable.make(Option.none);
      lock_mouse_event = Mutable.make(false);
      mouse_listener =
        on_message_mouse_listener(state_mouse, msg, my_channel) =
          match msg with
          | { mousedown; event=_; ~abs_full_pos; ~gl_pos } ->
            f(gpu_picker_regsiter) =
              do lock_mouse_event.set(true);
              sub(possible_target) =
                do Session.send(channel, {click_on_scene; where=gl_pos; ~possible_target});
                Session.send(my_channel, { _internal; done_down });
              gpu_picker_regsiter((abs_full_pos, sub)) ;
            do Option.iter(f, support_gpu_picking.get());
            { set={ running_down=List.empty } }
          | { mouseup; event=_; ~gl_pos; ~switch } ->
            f() =
              msg = {modeler_apply_possible_move; where=gl_pos; ~switch };
              Session.send(channel, msg);
            match state_mouse with
            | { nothing } -> do f(); { unchanged }
            | { running_down=l } ->
              { set={ running_down=List.cons(f, l) } }
            end
          | { _internal; done_down } -> match state_mouse with
            | { nothing } -> do Log.debug("", ""); { unchanged }
            | { running_down=l } -> do List.iter((f -> f()), l); { set={ nothing } }
            end
          end;
        channel_mouse_listener = Session.make_own({nothing}, on_message_mouse_listener);
        (msg -> Session.send(channel_mouse_listener, msg));
      res = initGL(#{id_canvas_canvas}, width, height, get_scene, get_camera_setting, mouse_listener, support_gpu_picking) ;
      if Outcome.is_failure(res) then ignore(Dom.put_replace(parent_sel, Dom.of_xhtml(fail_msg)))
      else
        the_subjects = get_subjects();
        do setup_menu(parent_sel, channel, the_subjects.tool);
        setup_selection_view(parent_sel, channel, the_subjects.selection);
    base =

<canvas width={width} height={height} id=#{id_canvas_canvas} onready={and_do} ></canvas>
;
    ignore(Dom.put_inside(parent_sel, Dom.of_xhtml(base)));

}}


ordering a little this code

ordering a little this code


delete debug onready

delete debug onready

@private id_work_area = "work_area" ;
@private id_canvas_area = "canvas_area" ;

default_css = css
#{id_canvas_area} {
   background-color: #D000D0;
}
;

css = [ default_css ] ;

width = 500;
height = 500;

initShaders(gl) =
  f(e, str) =
    shader = Webgl.createShader(gl, e);
    do Webgl.shaderSource(gl, shader, str);
    do Webgl.compileShader(gl, shader);
    shader;
  fragmentShader = f(Webgl.FRAGMENT_SHADER(gl), CustomShaders.shader_fs);
  vertexShader = f(Webgl.VERTEX_SHADER(gl), CustomShaders.shader_vs);
  // TODO getShaderParameter
  shaderProgram = Webgl.createProgram(gl);
  do Webgl.attachShader(gl, shaderProgram, vertexShader);
  do Webgl.attachShader(gl, shaderProgram, fragmentShader);
  do Webgl.linkProgram(gl, shaderProgram);
  // TODO : getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
  do Webgl.useProgram(gl, shaderProgram);
  shaderProgram =
    vertexPositionAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexPosition");
    vertexNormalAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexNormal");
    do Webgl.enableVertexAttribArray(gl, vertexPositionAttribute);
    do Webgl.enableVertexAttribArray(gl, vertexNormalAttribute);
    { program = shaderProgram;
      ~vertexPositionAttribute;
      ~vertexNormalAttribute;
      pMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uPMatrix");
      mvMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uMVMatrix");
      nMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uNMatrix");
      ambientColorUniform = Webgl.getUniformLocation(gl, shaderProgram, "uAmbientColor");
      lightingDirectionUniform = Webgl.getUniformLocation(gl, shaderProgram, "uLightingDirection");
      useLightingUniform = Webgl.getUniformLocation(gl, shaderProgram, "uUseLighting");
    };
  shaderProgram
;

initBuffers(gl) =
  //global variable to hold the square buffer
  //We create a buffer for the square's vertex positions.
  squareVertexPositionBuffer = Webgl.createBuffer(gl);
  //tells WebGL that any following operations that act on buffers should use the one we specify
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer);
  //define our vertex positions as a list
  vertices = [
      // Front face
      -1.0, -1.0,  1.0,
       1.0, -1.0,  1.0,
       1.0,  1.0,  1.0,
      -1.0,  1.0,  1.0,

      // Back face
      -1.0, -1.0, -1.0,
      -1.0,  1.0, -1.0,
       1.0,  1.0, -1.0,
       1.0, -1.0, -1.0,

      // Top face
      -1.0,  1.0, -1.0,
      -1.0,  1.0,  1.0,
       1.0,  1.0,  1.0,
       1.0,  1.0, -1.0,

      // Bottom face
      -1.0, -1.0, -1.0,
       1.0, -1.0, -1.0,
       1.0, -1.0,  1.0,
      -1.0, -1.0,  1.0,

      // Right face
       1.0, -1.0, -1.0,
       1.0,  1.0, -1.0,
       1.0,  1.0,  1.0,
       1.0, -1.0,  1.0,

      // Left face
      -1.0, -1.0, -1.0,
      -1.0, -1.0,  1.0,
      -1.0,  1.0,  1.0,
      -1.0,  1.0, -1.0,
    ];
  vertexNormals = [
    // Front
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,

    // Back
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,

    // Top
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,

    // Bottom
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,

    // Right
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,

    // Left
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0
  ];
  cubeVertexIndices = [
            0, 1, 2,      0, 2, 3,    // Front face
            4, 5, 6,      4, 6, 7,    // Back face
            8, 9, 10,     8, 10, 11,  // Top face
            12, 13, 14,   12, 14, 15, // Bottom face
            16, 17, 18,   16, 18, 19, // Right face
            20, 21, 22,   20, 22, 23  // Left face
        ];
  //Now, we create a Float32Array object based on our list,
  //and tell WebGL to use it to fill the current buffer
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl), Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)), Webgl.STATIC_DRAW(gl));
  //this 9-element buffer actually represents three separate vertex
  //positions (numItems), each of which is made up of three numbers (itemSize).
  //do Webgl.set_itemSize(squareVertexPositionBuffer, 3);
  //do Webgl.set_numItems(squareVertexPositionBuffer, 4);
  squareVertexNormalBuffer = Webgl.createBuffer(gl);
  //tells WebGL that any following operations that act on buffers should use the one we specify
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl), Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)), Webgl.STATIC_DRAW(gl));
  cubeVertexIndexBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), cubeVertexIndexBuffer);
  do Webgl.bufferData(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), Webgl.Uint16Array.to_ArrayBuffer(Webgl.Uint16Array.from_int_list(cubeVertexIndices)), Webgl.STATIC_DRAW(gl));
  { positions=squareVertexPositionBuffer; itemSize=3; numItems=24; normals=squareVertexNormalBuffer; indexs=cubeVertexIndexBuffer }
;

initLineXBuffers(gl, orient) =
  (vertices, vertexNormals) = match orient with
    | {x} -> ([ 0.0, 0.0, 0.0, 5.0, 0.0, 0.0 ], [ 2.5, 0.0, 0.0,        2.5, -1.0, 0.0 ])
    | {y} -> ([ 0.0, 0.0, 0.0, 0.0, 5.0, 0.0 ], [ 0.0, 2.5, 0.0,        -1.0, 2.5, 0.0 ])
    | {z} -> ([ 0.0, 0.0, 0.0, 0.0, 0.0, 5.0 ], [ 0.0, 0.0, 2.5,        0.0, -1.0, 2.5 ])
    end ;
  vertexPositionBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexPositionBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)),
    Webgl.STATIC_DRAW(gl));
  vertexNormalBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)),
    Webgl.STATIC_DRAW(gl));
  { positions=vertexPositionBuffer; itemSize=3; numItems=2; normals=vertexNormalBuffer }
;

setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix) =
  a =
    b = mat4.to_list(pMatrix);
    c = Webgl.Float32Array.from_float_list(b);
    c;
  e =
    f = mat4.to_list(mvMatrix);
    g = Webgl.Float32Array.from_float_list(f);
    g;
  do Webgl.uniformMatrix4fv(gl, shaderProgram.pMatrixUniform, false, a);
  do Webgl.uniformMatrix4fv(gl, shaderProgram.mvMatrixUniform, false, e);
  normalMatrix = mat3.create();
  do mat4.toInverseMat3(mvMatrix, normalMatrix);
  do mat3.transpose(normalMatrix, normalMatrix);
  do Webgl.uniformMatrix3fv(gl, shaderProgram.nMatrixUniform, false, Webgl.Float32Array.from_float_list(mat3.to_list(normalMatrix)));
  void
;

setup_boxes() =
  sep_largeur = 2;
  g(x, y, w, h) = { ~x; ~y; ~w; ~h } ;
  compute_left_right(x) = if ((mod(x, 2)) == 0) then
      a = (x / 2) - 1;
      (a, a)
    else
      b = (x / 2);
      (b - 1, b);
  (w_l, w_r) = compute_left_right(width);
  (h_u, h_d) = compute_left_right(height);
  { _YX=g(0, h_d+sep_largeur, w_l, h_u); _YZ=g(w_l+sep_largeur, h_d+sep_largeur, w_r, h_u);
    _ZX=g(0, 0, w_l, h_d); _3D=g(w_l+sep_largeur, 0, w_r, h_d) }
;

drawScene_for_a_viewport(gl, viewport, eye, up, shaderProgram, squareVertexPositionBuffer, repcoords) =
  do Webgl.viewport(gl, viewport.x, viewport.y, viewport.w, viewport.h);
  pMatrix =
    f = vec3.from_public ;
    tmp_pMatrix = mat4.create();
    do mat4.perspective(45., float_of_int(width) / float_of_int(height), 0.1, 100.0, tmp_pMatrix);
    c = mat4.create() ;
    do mat4.lookAt(f(eye), f((0.0, 0.0, 0.0)), f(up), c);
    do mat4.multiply(tmp_pMatrix, c, tmp_pMatrix);
    tmp_pMatrix;
  mvMatrix =
    tmp_mvMatrix = mat4.create();
    do mat4.identity(tmp_mvMatrix);
    tmp_mvMatrix;
  do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 1); // 1 = true
  do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, 0.4, 0.4, 0.4);
  do Webgl.uniform3f(gl, shaderProgram.lightingDirectionUniform, 0.85, 0.8, 0.75);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer.positions);
  do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, Webgl.FLOAT(gl), false, 0, 0);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer.normals);
  do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, squareVertexPositionBuffer.itemSize, Webgl.FLOAT(gl), false, 0, 0);
  do Webgl.bindBuffer(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), squareVertexPositionBuffer.indexs);
  do setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix);
  do Webgl.drawElements(gl, Webgl.TRIANGLES(gl), 36, Webgl.UNSIGNED_SHORT(gl), 0);

  draw_rep(r, g, b, rep) =
    do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false
    do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, r, g, b);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.positions);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.normals);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.drawArrays(gl, Webgl.LINES(gl), 0, rep.numItems);
    void ;
  do draw_rep(1.0, 0.0, 0.0, repcoords.x);
  do draw_rep(0.0, 1.0, 0.0, repcoords.y);
  do draw_rep(0.0, 0.0, 1.0, repcoords.z);

  void
;

drawScene(gl, shaderProgram, squareVertexPositionBuffer, repcoords) =
  viewbox = setup_boxes() ;
  rec aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords) =
    do Webgl.clear(gl, Webgl.COLOR_BUFFER_BIT(gl)); // TODO: | gl.DEPTH_BUFFER_BIT);
    do drawScene_for_a_viewport(gl, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._3D, (15.0, 10.0, 15.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do RequestAnimationFrame.request((_ -> aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords)), #{id_canvas_area});
    void
    ;
  aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords)
;

  initGL(canvas) : void =
    match Webgl.getContext(canvas, "experimental-webgl") with
    | { some=gl } ->
      squareVertexPositionBuffer = initBuffers(gl);
      repcoords = { x=initLineXBuffers(gl, {x}); y=initLineXBuffers(gl, {y}); z=initLineXBuffers(gl, {z}) };
      shaderProgram = initShaders(gl);
      //Clear screen and make everything black
      do Webgl.clearColor(gl, 0.0, 0.0, 0.0, 1.0);
      //we should do depth testing so that things drawn behind other
      //things should be hidden by the things in front of them).
      do Webgl.clearDepth(gl, 1.0);
      do Webgl.enable(gl, Webgl.DEPTH_TEST(gl));
      do Webgl.depthFunc(gl, Webgl.LEQUAL(gl));
      do drawScene(gl, shaderProgram, squareVertexPositionBuffer, repcoords);
      void
    | { none } -> error("no context found")
    end ;

server_start_static_page() =

Welcome to this demo

    <canvas width={width} height={height} id=#{id_canvas_area} onready={_ -> initGL(Dom.of_selection(#{id_canvas_area}))}/>

 ;

urls =
  parser
  | (.*) ->
    _ = %%WebglPlugin.getContext%% ;
    html("Demo page {Date.to_string(Date.now())}", server_start_static_page())
  end ;

server = simple_server(urls) ;

@private id_work_area = "work_area" ;
@private id_canvas_area = "canvas_area" ;

default_css = css
#{id_canvas_area} {
   background-color: #D000D0;
}
;

css = [ default_css ] ;

width = 500;
height = 500;

initShaders(gl) =
  f(e, str) =
    shader = Webgl.createShader(gl, e);
    do Webgl.shaderSource(gl, shader, str);
    do Webgl.compileShader(gl, shader);
    shader;
  fragmentShader = f(Webgl.FRAGMENT_SHADER(gl), CustomShaders.shader_fs);
  vertexShader = f(Webgl.VERTEX_SHADER(gl), CustomShaders.shader_vs);
  // TODO getShaderParameter
  shaderProgram = Webgl.createProgram(gl);
  do Webgl.attachShader(gl, shaderProgram, vertexShader);
  do Webgl.attachShader(gl, shaderProgram, fragmentShader);
  do Webgl.linkProgram(gl, shaderProgram);
  // TODO : getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
  do Webgl.useProgram(gl, shaderProgram);
  shaderProgram =
    vertexPositionAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexPosition");
    vertexNormalAttribute = Webgl.getAttribLocation(gl, shaderProgram, "aVertexNormal");
    do Webgl.enableVertexAttribArray(gl, vertexPositionAttribute);
    do Webgl.enableVertexAttribArray(gl, vertexNormalAttribute);
    { program = shaderProgram;
      ~vertexPositionAttribute;
      ~vertexNormalAttribute;
      pMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uPMatrix");
      mvMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uMVMatrix");
      nMatrixUniform = Webgl.getUniformLocation(gl, shaderProgram, "uNMatrix");
      ambientColorUniform = Webgl.getUniformLocation(gl, shaderProgram, "uAmbientColor");
      lightingDirectionUniform = Webgl.getUniformLocation(gl, shaderProgram, "uLightingDirection");
      useLightingUniform = Webgl.getUniformLocation(gl, shaderProgram, "uUseLighting");
    };
  shaderProgram
;

initBuffers(gl) =
  //global variable to hold the square buffer
  //We create a buffer for the square's vertex positions.
  squareVertexPositionBuffer = Webgl.createBuffer(gl);
  //tells WebGL that any following operations that act on buffers should use the one we specify
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer);
  //define our vertex positions as a list
  vertices = [
      // Front face
      -1.0, -1.0,  1.0,
       1.0, -1.0,  1.0,
       1.0,  1.0,  1.0,
      -1.0,  1.0,  1.0,

      // Back face
      -1.0, -1.0, -1.0,
      -1.0,  1.0, -1.0,
       1.0,  1.0, -1.0,
       1.0, -1.0, -1.0,

      // Top face
      -1.0,  1.0, -1.0,
      -1.0,  1.0,  1.0,
       1.0,  1.0,  1.0,
       1.0,  1.0, -1.0,

      // Bottom face
      -1.0, -1.0, -1.0,
       1.0, -1.0, -1.0,
       1.0, -1.0,  1.0,
      -1.0, -1.0,  1.0,

      // Right face
       1.0, -1.0, -1.0,
       1.0,  1.0, -1.0,
       1.0,  1.0,  1.0,
       1.0, -1.0,  1.0,

      // Left face
      -1.0, -1.0, -1.0,
      -1.0, -1.0,  1.0,
      -1.0,  1.0,  1.0,
      -1.0,  1.0, -1.0,
    ];
  vertexNormals = [
    // Front
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,
     0.0,  0.0,  1.0,

    // Back
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,
     0.0,  0.0, -1.0,

    // Top
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,
     0.0,  1.0,  0.0,

    // Bottom
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,
     0.0, -1.0,  0.0,

    // Right
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,
     1.0,  0.0,  0.0,

    // Left
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0,
    -1.0,  0.0,  0.0
  ];
  cubeVertexIndices = [
            0, 1, 2,      0, 2, 3,    // Front face
            4, 5, 6,      4, 6, 7,    // Back face
            8, 9, 10,     8, 10, 11,  // Top face
            12, 13, 14,   12, 14, 15, // Bottom face
            16, 17, 18,   16, 18, 19, // Right face
            20, 21, 22,   20, 22, 23  // Left face
        ];
  //Now, we create a Float32Array object based on our list,
  //and tell WebGL to use it to fill the current buffer
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl), Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)), Webgl.STATIC_DRAW(gl));
  //this 9-element buffer actually represents three separate vertex
  //positions (numItems), each of which is made up of three numbers (itemSize).
  //do Webgl.set_itemSize(squareVertexPositionBuffer, 3);
  //do Webgl.set_numItems(squareVertexPositionBuffer, 4);
  squareVertexNormalBuffer = Webgl.createBuffer(gl);
  //tells WebGL that any following operations that act on buffers should use the one we specify
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl), Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)), Webgl.STATIC_DRAW(gl));
  cubeVertexIndexBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), cubeVertexIndexBuffer);
  do Webgl.bufferData(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), Webgl.Uint16Array.to_ArrayBuffer(Webgl.Uint16Array.from_int_list(cubeVertexIndices)), Webgl.STATIC_DRAW(gl));
  { positions=squareVertexPositionBuffer; itemSize=3; numItems=24; normals=squareVertexNormalBuffer; indexs=cubeVertexIndexBuffer }
;

initLineXBuffers(gl, orient) =
  (vertices, vertexNormals) = match orient with
    | {x} -> ([ 0.0, 0.0, 0.0, 5.0, 0.0, 0.0 ], [ 2.5, 0.0, 0.0,        2.5, -1.0, 0.0 ])
    | {y} -> ([ 0.0, 0.0, 0.0, 0.0, 5.0, 0.0 ], [ 0.0, 2.5, 0.0,        -1.0, 2.5, 0.0 ])
    | {z} -> ([ 0.0, 0.0, 0.0, 0.0, 0.0, 5.0 ], [ 0.0, 0.0, 2.5,        0.0, -1.0, 2.5 ])
    end ;
  vertexPositionBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexPositionBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertices)),
    Webgl.STATIC_DRAW(gl));
  vertexNormalBuffer = Webgl.createBuffer(gl);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), vertexNormalBuffer);
  do Webgl.bufferData(gl, Webgl.ARRAY_BUFFER(gl),
    Webgl.Float32Array.to_ArrayBuffer(Webgl.Float32Array.from_float_list(vertexNormals)),
    Webgl.STATIC_DRAW(gl));
  { positions=vertexPositionBuffer; itemSize=3; numItems=2; normals=vertexNormalBuffer }
;

setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix) =
  a =
    b = mat4.to_list(pMatrix);
    c = Webgl.Float32Array.from_float_list(b);
    c;
  e =
    f = mat4.to_list(mvMatrix);
    g = Webgl.Float32Array.from_float_list(f);
    g;
  do Webgl.uniformMatrix4fv(gl, shaderProgram.pMatrixUniform, false, a);
  do Webgl.uniformMatrix4fv(gl, shaderProgram.mvMatrixUniform, false, e);
  normalMatrix = mat3.create();
  do mat4.toInverseMat3(mvMatrix, normalMatrix);
  do mat3.transpose(normalMatrix, normalMatrix);
  do Webgl.uniformMatrix3fv(gl, shaderProgram.nMatrixUniform, false, Webgl.Float32Array.from_float_list(mat3.to_list(normalMatrix)));
  void
;

setup_boxes() =
  sep_largeur = 2;
  g(x, y, w, h) = { ~x; ~y; ~w; ~h } ;
  compute_left_right(x) = if ((mod(x, 2)) == 0) then
      a = (x / 2) - 1;
      (a, a)
    else
      b = (x / 2);
      (b - 1, b);
  (w_l, w_r) = compute_left_right(width);
  (h_u, h_d) = compute_left_right(height);
  { _YX=g(0, h_d+sep_largeur, w_l, h_u); _YZ=g(w_l+sep_largeur, h_d+sep_largeur, w_r, h_u);
    _ZX=g(0, 0, w_l, h_d); _3D=g(w_l+sep_largeur, 0, w_r, h_d) }
;

drawScene_for_a_viewport(gl, viewport, eye, up, shaderProgram, squareVertexPositionBuffer, repcoords) =
  do Webgl.viewport(gl, viewport.x, viewport.y, viewport.w, viewport.h);
  pMatrix =
    f = vec3.from_public ;
    tmp_pMatrix = mat4.create();
    do mat4.perspective(45., float_of_int(width) / float_of_int(height), 0.1, 100.0, tmp_pMatrix);
    c = mat4.create() ;
    do mat4.lookAt(f(eye), f((0.0, 0.0, 0.0)), f(up), c);
    do mat4.multiply(tmp_pMatrix, c, tmp_pMatrix);
    tmp_pMatrix;
  mvMatrix =
    tmp_mvMatrix = mat4.create();
    do mat4.identity(tmp_mvMatrix);
    tmp_mvMatrix;
  do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 1); // 1 = true
  do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, 0.4, 0.4, 0.4);
  do Webgl.uniform3f(gl, shaderProgram.lightingDirectionUniform, 0.85, 0.8, 0.75);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer.positions);
  do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, Webgl.FLOAT(gl), false, 0, 0);
  do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), squareVertexPositionBuffer.normals);
  do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, squareVertexPositionBuffer.itemSize, Webgl.FLOAT(gl), false, 0, 0);
  do Webgl.bindBuffer(gl, Webgl.ELEMENT_ARRAY_BUFFER(gl), squareVertexPositionBuffer.indexs);
  do setMatrixUniforms(gl, shaderProgram, pMatrix, mvMatrix);
  do Webgl.drawElements(gl, Webgl.TRIANGLES(gl), 36, Webgl.UNSIGNED_SHORT(gl), 0);

  draw_rep(r, g, b, rep) =
    do Webgl.uniform1i(gl, shaderProgram.useLightingUniform, 0); // 0 = false
    do Webgl.uniform3f(gl, shaderProgram.ambientColorUniform, r, g, b);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.positions);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexPositionAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.bindBuffer(gl, Webgl.ARRAY_BUFFER(gl), rep.normals);
    do Webgl.vertexAttribPointer(gl, shaderProgram.vertexNormalAttribute, rep.itemSize, Webgl.FLOAT(gl), false, 0, 0);
    do Webgl.drawArrays(gl, Webgl.LINES(gl), 0, rep.numItems);
    void ;
  do draw_rep(1.0, 0.0, 0.0, repcoords.x);
  do draw_rep(0.0, 1.0, 0.0, repcoords.y);
  do draw_rep(0.0, 0.0, 1.0, repcoords.z);

  void
;

drawScene(gl, shaderProgram, squareVertexPositionBuffer, repcoords) =
  viewbox = setup_boxes() ;
  rec aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords) =
    do Webgl.clear(gl, Webgl.COLOR_BUFFER_BIT(gl)); // TODO: | gl.DEPTH_BUFFER_BIT);
    do drawScene_for_a_viewport(gl, viewbox._YX, (0.0, 0.0, 15.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._YZ, (-15.0, 0.0, 0.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._ZX, (0.0, -15.0, 0.0), (0.0, 0.0, 1.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do drawScene_for_a_viewport(gl, viewbox._3D, (15.0, 10.0, 15.0), (0.0, 1.0, 0.0), shaderProgram, squareVertexPositionBuffer, repcoords);
    do RequestAnimationFrame.request((_ -> aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords)), #{id_canvas_area});
    void
    ;
  aux(gl, shaderProgram, squareVertexPositionBuffer, repcoords)
;

  initGL(canvas) : void =
    match Webgl.getContext(canvas, "experimental-webgl") with
    | { some=gl } ->
      squareVertexPositionBuffer = initBuffers(gl);
      repcoords = { x=initLineXBuffers(gl, {x}); y=initLineXBuffers(gl, {y}); z=initLineXBuffers(gl, {z}) };
      shaderProgram = initShaders(gl);
      //Clear screen and make everything black
      do Webgl.clearColor(gl, 0.0, 0.0, 0.0, 1.0);
      //we should do depth testing so that things drawn behind other
      //things should be hidden by the things in front of them).
      do Webgl.clearDepth(gl, 1.0);
      do Webgl.enable(gl, Webgl.DEPTH_TEST(gl));
      do Webgl.depthFunc(gl, Webgl.LEQUAL(gl));
      do drawScene(gl, shaderProgram, squareVertexPositionBuffer, repcoords);
      void
    | { none } -> error("no context found")
    end ;

server_start_static_page() =

 do Dom.transform([#{id_work_area} +<- <>tralalilalalala</>]); void}>Welcome to this demo

    <canvas width={width} height={height} id=#{id_canvas_area} onready={_ -> initGL(Dom.of_selection(#{id_canvas_area}))}/>

 ;

urls =
  parser
  | (.*) ->
    _ = %%WebglPlugin.getContext%% ;
    html("Demo page {Date.to_string(Date.now())}", server_start_static_page())
  end ;

server = simple_server(urls) ;


removed a warning

removed a warning

/*  A simple, one-room, scalable real-time web chat, with file sharing

    Copyright © 2010-2012 MLstate

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as
    published by the Free Software Foundation, either version 3 of the
    License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/**
 * @author David Rajchenbach-Teller
 * @author Henri Binsztok
 * @author Frederic Ye
 */

import stdlib.system
import stdlib.themes.bootstrap

/** Constants **/

GITHUB_USER = "Aqua-Ye"
GITHUB_REPO = "OpaChat"
NB_LAST_MSGS = 10

/** Types **/

type user = { int id, string name }
type source = { system } or { string user }
type message = {
  source source,
  string text,
  Date.date date,
}
type media = {
  source source,
  string name,
  string src,
  string mimetype,
  Date.date date,
}
type client_channel = channel(void)
type network_msg =
   {message message}
or {media media}
or {(user, client_channel) connection}
or {user disconnection}
or {stats}

/** Database **/

database intmap(message) /history

/** Top level values **/

exposed Network.network(network_msg) room = Network.cloud("room")
private reference(intmap(user)) users = ServerReference.create(IntMap.empty)

/** Connection **/

server function server_observe(message) {
  match (message) {
  case {connection:(user, client_channel)} :
    ServerReference.update(users, IntMap.add(user.id, user, _))
    Network.broadcast({stats}, room)
    Session.on_remove(client_channel, function() {
      server_observe({disconnection:user})
    })
  case {disconnection:user} :
    ServerReference.update(users, IntMap.remove(user.id, _))
    Network.broadcast({stats}, room)
  default: void
  }
}

_ = Network.observe(server_observe, room)

/** Stats **/

// Compute uptime and memory usage (MB)
server function compute_stats() {
  uptime = Date.between(System.gmt_launch_date, Date.now_gmt())
  mem = System.get_memory_usage()/(1024*1024)
  (uptime, mem)
}

client @async function update_stats((uptime, mem)) {
  #uptime = <>Uptime: {Duration.to_formatted_string(Duration.long_time_printer, uptime)}</>
  #memory = <>Memory: {mem} MB</>
}

/** Users **/

client @async function update_users(nb_users, users) {
  #users = <>Users: {nb_users}</>
  #user_list =
{users}

}

/** Conversation **/

// converts a source into HTML
function source_to_html(source) {
  match (source) {
  case {system} :
  case {~user} : {user}
  }
}

private client function generic_update(stats, elements, printer) {
  update_stats(stats)
  List.iter(function(element) {
    date = Date.to_formatted_string(Date.default_printer, element.date)
    time = Date.to_string_time_only(element.date)
    line =

              {time}
              {printer(element)}

    #conversation =+ line
  }, elements)
  Dom.scroll_to_bottom(#conversation)
}

client @async function message_update(stats, list(message) messages) {
  generic_update(stats, messages, function(message) {
    source_to_html(message.source) <+>
    {message.text}
  })
}

client @async function media_update(stats, list(media) medias) {
  media_parser = parser {
    case "image/" .*: {image}
    case "audio/" .*: {audio}
    case "video/" .*: {video}
  }
  generic_update(stats, medias, function(media) {
    source_to_html(media.source) <+>
    ( match (Parser.try_parse(media_parser, media.mimetype)) {
      case {some:{image}}:

      case {some:{audio}}:
        <audio src="{media.src}"
               controls="controls"
               type="{media.mimetype}"
               preload="auto">
          Your browser does not support the audio tag!
        </audio>
      case {some:{video}}:
        <video src="{media.src}"
               controls="controls"
               preload="auto"
               type="{media.name}">
          Your browser does not support the video tag!
        </video>
      default:
         is sharing a file :
          {media.name}

      } )
  })
}

server function file_uploaded(user)(name, mimetype, key) {
  media = {
    source: {user:user.name},
    ~name,
    src: "/file/{key}",
    ~mimetype,
    date: Date.now(),
  }
  Network.broadcast({~media}, room)
}

server function client_observe(msg) {
  match (msg) {
  case {~message} :
    message_update(compute_stats(), [message])
  case {~media} :
    media_update(compute_stats(), [media])
  case {connection:(user, _)} :
    message = {
      source: {system},
      text : "{user.name} joined the room",
      date : Date.now(),
    }
    message_update(compute_stats(), [message])
  case {disconnection:user} :
    message = {
      source: {system},
      text : "{user.name} left the room",
      date : Date.now(),
    }
    message_update(compute_stats(), [message])
  case {stats} :
    update_stats(compute_stats())
    users = ServerReference.get(users)
            |> IntMap.To.val_list(_)
            |> List.sort_by(function(u){u.name}, _)
    users_html_list =
      List.fold(function(user, acc) {

{user.name}

        <+> acc
      }, users, <></>)
    update_users(List.length(users), users_html_list)
  default : void
  }
}

// Init the client from the server
server function init_client(user, client_channel, _) {
  // Observe client
  obs = Network.observe(client_observe, room)
  Network.broadcast({connection:(user, client_channel)}, room)
  // Observe disconnection
  Dom.bind_beforeunload_confirmation(function(_) {
    Network.broadcast({disconnection:user}, room)
    Network.unobserve(obs)
    none
  })
  // Send NB_LAST_MSGS messages
  history_list = IntMap.To.val_list(/history)
  len = List.length(history_list)
  history = List.drop(len-NB_LAST_MSGS, history_list)
  message_update(compute_stats(), history)
  // Initialize OpaShare
  OpaShare.init(file_uploaded(user))
}

client @async function send_message(broadcast, _) {
  void broadcast(Dom.get_value(#entry))
  Dom.clear_value(#entry)
}

exposed @async function enter_chat(user_name, client_channel) {
  user = {
    id: Random.int(max_int),
    name: user_name
  }
  function broadcast(text) {
    message = {source:{user:user_name}, ~text, date:Date.now()}
    /history[?] <- message
    Network.broadcast({~message}, room)
  }
  #main =

Users online

      {OpaShare.html()}

        <input id=#entry
               autofocus="autofocus"
               onready={function(_){Dom.give_focus(#entry)}}
               onnewline={send_message(broadcast, _)}
               x-webkit-speech="x-webkit-speech"/>

}

client @async function join(_) {
  name = Dom.get_value(#name)
  client_channel = Session.make_callback(ignore)
  enter_chat(name, client_channel)
}

/** Server **/

watch_button =

fork_button =

function build_page(content) {

OpaChat

      {watch_button}
      {fork_button}

{content}

}

// Page headers
headers =
  Xhtml.of_string_unsafe("
") <+>
  <meta charset="utf-8"></meta>
  <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"></meta>
  <meta name="viewport" content="width=device-width,initial-scale=1"></meta>

// Start page
server function start() {
  page = build_page(

A real-time web chat built in Opa.

      <input id=#name
             placeholder="Name"
             autofocus="autofocus"
             onready={function(_){Dom.give_focus(#name)}}
             onnewline={join}/>
       <button class="btn primary"
               onclick={join}>Join</button>

  )
  Resource.full_page_with_doctype(
    "OpaChat - a real-time web chat built in Opa",
    {html5},
    page, headers, {success},
    []
  )
}

// Parse URL
url_parser = parser {
  case "/file/" key=Rule.integer:
    match (OpaShare.get(key)) {
    case {some:file}:
      Resource.binary(file.content, file.mimetype)
      |> Resource.add_header(_, {content_disposition:{attachment:file.name}})
    default: start()
    }
  case (.*): start()
}

// Start the server
Server.start(Server.http, [
  { resources : @static_resource_directory("resources") }, // include resources directory
  { register : ["/resources/css/style.css"] }, // include CSS in headers
  { register : {favicon:[{format:{gif}, path:"/resources/img/favicon.gif"}]} }, // include favicon in headers
  { custom : url_parser } // URL parser
])

/*  A simple, one-room, scalable real-time web chat, with file sharing

    Copyright © 2010-2012 MLstate

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as
    published by the Free Software Foundation, either version 3 of the
    License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/**
 * @author David Rajchenbach-Teller
 * @author Henri Binsztok
 * @author Frederic Ye
 */

import stdlib.system
import stdlib.themes.bootstrap

/** Constants **/

GITHUB_USER = "Aqua-Ye"
GITHUB_REPO = "OpaChat"
NB_LAST_MSGS = 10

/** Types **/

type user = { int id, string name }
type source = { system } or { string user }
type message = {
  source source,
  string text,
  Date.date date,
}
type media = {
  source source,
  string name,
  string src,
  string mimetype,
  Date.date date,
}
type client_channel = channel(void)
type network_msg =
   {message message}
or {media media}
or {(user, client_channel) connection}
or {user disconnection}
or {stats}

/** Database **/

database intmap(message) /history

/** Top level values **/

exposed Network.network(network_msg) room = Network.cloud("room")
private reference(intmap(user)) users = ServerReference.create(IntMap.empty)

/** Connection **/

server function server_observe(message) {
  match (message) {
  case {connection:(user, client_channel)} :
    ServerReference.update(users, IntMap.add(user.id, user, _))
    Network.broadcast({stats}, room)
    Session.on_remove(client_channel, function() {
      server_observe({disconnection:user})
    })
  case {disconnection:user} :
    ServerReference.update(users, IntMap.remove(user.id, _))
    Network.broadcast({stats}, room)
  default: void
  }
}

_ = Network.observe(server_observe, room)

/** Stats **/

// Compute uptime and memory usage (MB)
server function compute_stats() {
  uptime = Date.between(System.gmt_launch_date, Date.now_gmt())
  mem = System.get_memory_usage()/(1024*1024)
  (uptime, mem)
}

client @async function update_stats((uptime, mem)) {
  #uptime = <>Uptime: {Duration.to_formatted_string(Duration.long_time_printer, uptime)}</>
  #memory = <>Memory: {mem} MB</>
}

/** Users **/

client @async function update_users(nb_users, users) {
  #users = <>Users: {nb_users}</>
  #user_list =
{users}

}

/** Conversation **/

// converts a source into HTML
function source_to_html(source) {
  match (source) {
  case {system} :
  case {~user} : {user}
  }
}

private client function generic_update(stats, elements, printer) {
  update_stats(stats)
  List.iter(function(element) {
    date = Date.to_formatted_string(Date.default_printer, element.date)
    time = Date.to_string_time_only(element.date)
    line =

              {time}
              {printer(element)}

    #conversation =+ line
  }, elements)
  Dom.scroll_to_bottom(#conversation)
}

client @async function message_update(stats, list(message) messages) {
  generic_update(stats, messages, function(message) {
    source_to_html(message.source) <+>
    {message.text}
  })
}

client @async function media_update(stats, list(media) medias) {
  media_parser = parser {
    case "image/" .*: {image}
    case "audio/" .*: {audio}
    case "video/" .*: {video}
  }
  generic_update(stats, medias, function(media) {
    source_to_html(media.source) <+>
    ( match (Parser.try_parse(media_parser, media.mimetype)) {
      case {some:{image}}:

      case {some:{audio}}:
        <audio src="{media.src}"
               controls="controls"
               type="{media.mimetype}"
               preload="auto">
          Your browser does not support the audio tag!
        </audio>
      case {some:{video}}:
        <video src="{media.src}"
               controls="controls"
               preload="auto"
               type="{media.name}">
          Your browser does not support the video tag!
        </video>
      default:
         is sharing a file :
          {media.name}

      } )
  })
}

server function file_uploaded(user)(name, mimetype, key) {
  media = {
    source: {user:user.name},
    ~name,
    src: "/file/{key}",
    ~mimetype,
    date: Date.now(),
  }
  Network.broadcast({~media}, room)
}

server function client_observe(msg) {
  match (msg) {
  case {~message} :
    message_update(compute_stats(), [message])
  case {~media} :
    media_update(compute_stats(), [media])
  case {connection:(user, _)} :
    message = {
      source: {system},
      text : "{user.name} joined the room",
      date : Date.now(),
    }
    message_update(compute_stats(), [message])
  case {disconnection:user} :
    message = {
      source: {system},
      text : "{user.name} left the room",
      date : Date.now(),
    }
    message_update(compute_stats(), [message])
  case {stats} :
    update_stats(compute_stats())
    users = ServerReference.get(users)
            |> IntMap.To.val_list(_)
            |> List.sort_by(function(u){u.name}, _)
    users_html_list =
      List.fold(function(user, acc) {

{user.name}

        <+> acc
      }, users, <></>)
    update_users(List.length(users), users_html_list)
  default : void
  }
}

// Init the client from the server
server function init_client(user, client_channel, _) {
  // Observe client
  obs = Network.observe(client_observe, room)
  Network.broadcast({connection:(user, client_channel)}, room)
  // Observe disconnection
  Dom.bind_beforeunload_confirmation(function(_) {
    Network.broadcast({disconnection:user}, room)
    Network.unobserve(obs)
    none
  })
  // Send NB_LAST_MSGS messages
  history_list = IntMap.To.val_list(/history)
  len = List.length(history_list)
  history = List.drop(len-NB_LAST_MSGS, history_list)
  message_update(compute_stats(), history)
  // Initialize OpaShare
  OpaShare.init(file_uploaded(user))
}

client @async function send_message(broadcast, _) {
  broadcast(Dom.get_value(#entry))
  Dom.clear_value(#entry)
}

exposed @async function enter_chat(user_name, client_channel) {
  user = {
    id: Random.int(max_int),
    name: user_name
  }
  broadcast = function(text) {
    message = {source:{user:user_name}, ~text, date:Date.now()}
    /history[?] <- message
    Network.broadcast({~message}, room)
  }
  #main =

Users online

      {OpaShare.html()}

        <input id=#entry
               autofocus="autofocus"
               onready={function(_){Dom.give_focus(#entry)}}
               onnewline={send_message(broadcast, _)}
               x-webkit-speech="x-webkit-speech"/>

}

client @async function join(_) {
  name = Dom.get_value(#name)
  client_channel = Session.make_callback(ignore)
  enter_chat(name, client_channel)
}

/** Server **/

watch_button =

fork_button =

function build_page(content) {

OpaChat

      {watch_button}
      {fork_button}

{content}

}

// Page headers
headers =
  Xhtml.of_string_unsafe("
") <+>
  <meta charset="utf-8"></meta>
  <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"></meta>
  <meta name="viewport" content="width=device-width,initial-scale=1"></meta>

// Start page
server function start() {
  page = build_page(

A real-time web chat built in Opa.

      <input id=#name
             placeholder="Name"
             autofocus="autofocus"
             onready={function(_){Dom.give_focus(#name)}}
             onnewline={join}/>
       <button class="btn primary"
               onclick={join}>Join</button>

  )
  Resource.full_page_with_doctype(
    "OpaChat - a real-time web chat built in Opa",
    {html5},
    page, headers, {success},
    []
  )
}

// Parse URL
url_parser = parser {
  case "/file/" key=Rule.integer:
    match (OpaShare.get(key)) {
    case {some:file}:
      Resource.binary(file.content, file.mimetype)
      |> Resource.add_header(_, {content_disposition:{attachment:file.name}})
    default: start()
    }
  case (.*): start()
}

// Start the server
Server.start(Server.http, [
  { resources : @static_resource_directory("resources") }, // include resources directory
  { register : ["/resources/css/style.css"] }, // include CSS in headers
  { register : {favicon:[{format:{gif}, path:"/resources/img/favicon.gif"}]} }, // include favicon in headers
  { custom : url_parser } // URL parser
])