structure GlDraw = struct (* The name doesn't make it clear, but this structure * couples GLFW and OpenGL. * I'm not sure if I will use native windowing systems * or other graphics APIs at a later stage, * but the current priority is GLFW + OpenGL. * *) type t = { textVertexBuffer: Word32.word , textProgram: Word32.word , textDrawLength: int , window: MLton.Pointer.t } fun createShader (shaderType, shaderString) = let val shader = Gles3.createShader shaderType val _ = Gles3.shaderSource (shader, shaderString) val _ = Gles3.compileShader shader in shader end fun createProgram (vertexShader, fragmentShader) = let val program = Gles3.createProgram () val _ = Gles3.attachShader (program, vertexShader) val _ = Gles3.attachShader (program, fragmentShader) val _ = Gles3.linkProgram program in program end fun create window = let (* create vertex buffer, program, etc. for text. *) val textVertexBuffer = Gles3.createBuffer () val xyrgbVertexShader = createShader (Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString) val rgbFragmentShader = createShader (Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString) val textProgram = createProgram (xyrgbVertexShader, rgbFragmentShader) (* clean up shaders which are no longer needed once progran is linked. *) val _ = Gles3.deleteShader xyrgbVertexShader val _ = Gles3.deleteShader rgbFragmentShader in { textVertexBuffer = textVertexBuffer , textProgram = textProgram , textDrawLength = 0 , window = window } end fun uploadText ({textVertexBuffer, ...}: t, vec) = let val _ = Gles3.bindBuffer textVertexBuffer val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW) in () end fun drawText ({textVertexBuffer, textProgram, textDrawLength, ...}: t) = if textDrawLength > 0 then let val _ = Gles3.bindBuffer textVertexBuffer (* enable xy component from uploaded array *) val _ = Gles3.vertexAttribPointer (0, 2, 5, 0) val _ = Gles3.enableVertexAttribArray 0 (* enable rgb component from uploaded array *) val _ = Gles3.vertexAttribPointer (1, 3, 5, 8) val _ = Gles3.enableVertexAttribArray 1 val _ = Gles3.useProgram textProgram val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, textDrawLength) in () end else () fun draw (drawObject: t) = let val _ = drawText drawObject in () end fun helpLoop (shellState as {window, ...}: t) = case Glfw.windowShouldClose window of false => let val _ = Gles3.clearColor (0.1, 0.1, 0.1, 0.1) val _ = Gles3.clear () val _ = draw shellState val _ = Glfw.swapBuffers window val _ = Glfw.waitEvents () in helpLoop shellState end | true => Glfw.terminate () fun loop window = let val shellState = create window in helpLoop shellState end end