2024-12-10 19:48:07 +00:00
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structure GlDraw =
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struct
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2024-12-13 22:48:34 +00:00
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type t =
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{ window: MLton.Pointer.t
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, wallVertexBuffer: Word32.word
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, wallProgram: Word32.word
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, wallLength: int
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, playerVertexBuffer: Word32.word
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, playerProgram: Word32.word
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, playerLength: int
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}
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2024-12-10 19:48:07 +00:00
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fun createShader (shaderType, shaderString) =
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let
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val shader = Gles3.createShader shaderType
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val _ = Gles3.shaderSource (shader, shaderString)
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val _ = Gles3.compileShader shader
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in
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shader
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end
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fun createProgram (vertexShader, fragmentShader) =
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let
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val program = Gles3.createProgram ()
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val _ = Gles3.attachShader (program, vertexShader)
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val _ = Gles3.attachShader (program, fragmentShader)
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val _ = Gles3.linkProgram program
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in
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program
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end
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fun create window =
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let
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(* create vertex buffer, program, etc. *)
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val xyrgbVertexShader = createShader
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(Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString)
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val rgbFragmentShader = createShader
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(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
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2024-12-13 22:48:34 +00:00
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(* wall here includes both walls and platforms *)
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val wallVertexBuffer = Gles3.createBuffer ()
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val wallProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
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val playerVertexBuffer = Gles3.createBuffer ()
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val playerProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
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in
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{ window = window
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, wallVertexBuffer = wallVertexBuffer
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, wallProgram = wallProgram
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, wallLength = 0
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, playerVertexBuffer = playerVertexBuffer
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, playerProgram = playerProgram
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, playerLength = 0
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}
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end
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fun uploadWall (shellState: t, vec) =
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let
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val
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{ window
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, playerVertexBuffer
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, playerProgram
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, playerLength
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, wallVertexBuffer
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, wallProgram
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, wallLength = _
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} = shellState
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val _ = Gles3.bindBuffer wallVertexBuffer
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val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
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val newWallLength = Vector.length vec div 5
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in
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{ window = window
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, playerVertexBuffer = playerVertexBuffer
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, playerProgram = playerProgram
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, playerLength = playerLength
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, wallVertexBuffer = wallVertexBuffer
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, wallProgram = wallProgram
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, wallLength = newWallLength
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}
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end
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fun uploadPlayer (shellState: t, vec) =
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let
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val
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{ window
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, wallVertexBuffer
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, wallProgram
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, wallLength
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, playerVertexBuffer
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, playerProgram
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, playerLength = _
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} = shellState
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val _ = Gles3.bindBuffer playerVertexBuffer
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val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
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val newPlayerLength = Vector.length vec div 5
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2024-12-10 19:48:07 +00:00
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in
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2024-12-13 22:48:34 +00:00
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{ window = window
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, wallVertexBuffer = wallVertexBuffer
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, wallProgram = wallProgram
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, wallLength = wallLength
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, playerVertexBuffer = playerVertexBuffer
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, playerProgram = playerProgram
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, playerLength = newPlayerLength
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}
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2024-12-10 19:48:07 +00:00
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end
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fun drawXyrgb (vertexBuffer, program, drawLength) =
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if drawLength > 0 then
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let
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val _ = Gles3.bindBuffer vertexBuffer
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(* enable xy component from uploaded array *)
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val _ = Gles3.vertexAttribPointer (0, 2, 5, 0)
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val _ = Gles3.enableVertexAttribArray 0
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(* enable rgb component from uploaded array *)
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val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
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val _ = Gles3.enableVertexAttribArray 1
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val _ = Gles3.useProgram program
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val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, drawLength)
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in
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()
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end
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else
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()
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2024-12-13 22:48:34 +00:00
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fun drawWall ({wallVertexBuffer, wallProgram, wallLength, ...}: t) =
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drawXyrgb (wallVertexBuffer, wallProgram, wallLength)
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fun drawPlayer ({playerVertexBuffer, playerProgram, playerLength, ...}: t) =
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drawXyrgb (playerVertexBuffer, playerProgram, playerLength)
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fun draw (shellState: t) =
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let
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val _ = drawWall shellState
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val _ = drawPlayer shellState
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in
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()
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end
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2024-12-15 09:10:19 +00:00
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fun helpLoop (shellState as {window, ...}: t, game) =
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2024-12-10 19:48:07 +00:00
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case Glfw.windowShouldClose window of
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false =>
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let
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val _ = Gles3.clearColor (1.0, 1.0, 1.0, 1.0)
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val _ = Gles3.clear ()
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(* todo:
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* - update game state
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* - consume draw messages
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* - finally, draw
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* *)
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2024-12-13 22:48:34 +00:00
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2024-12-14 07:59:43 +00:00
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val input = InputState.getSnapshot ()
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2024-12-16 00:58:59 +00:00
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val width = InputState.getWidth ()
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val height = InputState.getHeight ()
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2024-12-15 09:10:19 +00:00
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val game = GameUpdate.update (game, input)
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2024-12-16 00:58:59 +00:00
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val playerVec = Player.getDrawVec (#player game, width, height)
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2024-12-19 03:08:26 +00:00
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val enemyVec = Enemy.getDrawVec (#enemies game, width, height)
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val playerVec = Vector.concat [playerVec, enemyVec]
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2024-12-18 03:30:21 +00:00
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val wallVec = Wall.getDrawVec (#walls game, width, height)
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val platVec = Platform.getDrawVec (#platforms game, width, height)
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val wallVec = Vector.concat [wallVec, platVec]
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2024-12-14 07:59:43 +00:00
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2024-12-13 22:48:34 +00:00
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val shellState = uploadWall (shellState, wallVec)
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val shellState = uploadPlayer (shellState, playerVec)
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val _ = draw shellState
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2024-12-10 19:48:07 +00:00
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val _ = Glfw.swapBuffers window
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2024-12-20 16:51:21 +00:00
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val _ = Glfw.pollEvents ()
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2024-12-10 19:48:07 +00:00
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in
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2024-12-15 09:10:19 +00:00
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helpLoop (shellState, game)
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2024-12-10 19:48:07 +00:00
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end
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| true => Glfw.terminate ()
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fun loop window =
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let val shellState = create window
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2024-12-15 09:10:19 +00:00
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in helpLoop (shellState, GameType.initial)
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2024-12-10 19:48:07 +00:00
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end
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end
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