structure GlDraw = struct open CML open DrawMsg (* 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 , cursorVertexBuffer: Word32.word , cursorProgram: Word32.word , cursorDrawLength: int , bgVertexBuffer: Word32.word , bgProgram: Word32.word , bgDrawLength: 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) (* create cursor buffer, program, etc. *) val cursorVertexBuffer = Gles3.createBuffer () val cursorProgram = createProgram (xyrgbVertexShader, rgbFragmentShader) (* create background buffer and program *) val bgVertexBuffer = Gles3.createBuffer () val bgProgram = 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 , cursorVertexBuffer = cursorVertexBuffer , cursorProgram = cursorProgram , cursorDrawLength = 0 , bgVertexBuffer = bgVertexBuffer , bgProgram = bgProgram , bgDrawLength = 0 , window = window } end fun uploadText (shellState: t, vec) = let val { textVertexBuffer , textProgram , textDrawLength = _ , cursorVertexBuffer , cursorProgram , cursorDrawLength , bgVertexBuffer , bgProgram , bgDrawLength , window } = shellState val _ = Gles3.bindBuffer textVertexBuffer val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW) val newTextDrawLength = Vector.length vec div 5 in { textVertexBuffer = textVertexBuffer , textProgram = textProgram , textDrawLength = newTextDrawLength , cursorVertexBuffer = cursorVertexBuffer , cursorProgram = cursorProgram , cursorDrawLength = cursorDrawLength , bgVertexBuffer = bgVertexBuffer , bgProgram = bgProgram , bgDrawLength = bgDrawLength , window = window } end fun uploadCursor (shellState: t, vec) = let val { textVertexBuffer , textProgram , textDrawLength , cursorVertexBuffer , cursorProgram , cursorDrawLength = _ , bgVertexBuffer , bgProgram , bgDrawLength , window } = shellState val _ = Gles3.bindBuffer cursorVertexBuffer val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW) val newCursorDrawLength = Vector.length vec div 5 in { textVertexBuffer = textVertexBuffer , textProgram = textProgram , textDrawLength = textDrawLength , cursorVertexBuffer = cursorVertexBuffer , cursorProgram = cursorProgram , cursorDrawLength = newCursorDrawLength , bgVertexBuffer = bgVertexBuffer , bgProgram = bgProgram , bgDrawLength = bgDrawLength , window = window } end fun uploadBg (shellState: t, vec) = let val { textVertexBuffer , textProgram , textDrawLength , cursorVertexBuffer , cursorProgram , cursorDrawLength , bgVertexBuffer , bgProgram , bgDrawLength = _ , window } = shellState val _ = Gles3.bindBuffer bgVertexBuffer val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW) val newBgDrawLength = Vector.length vec div 5 in { textVertexBuffer = textVertexBuffer , textProgram = textProgram , textDrawLength = textDrawLength , cursorVertexBuffer = cursorVertexBuffer , cursorProgram = cursorProgram , cursorDrawLength = cursorDrawLength , bgVertexBuffer = bgVertexBuffer , bgProgram = bgProgram , bgDrawLength = newBgDrawLength , window = window } end fun drawXyrgb (vertexBuffer, program, drawLength) = if drawLength > 0 then let val _ = Gles3.bindBuffer vertexBuffer (* 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 program val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, drawLength) in () end else () fun draw (drawObject: t) = let val { textVertexBuffer , textDrawLength , textProgram , cursorVertexBuffer , cursorDrawLength , cursorProgram , bgVertexBuffer , bgProgram , bgDrawLength , ... } = drawObject val _ = drawXyrgb (bgVertexBuffer, bgProgram, bgDrawLength) val _ = drawXyrgb (cursorVertexBuffer, cursorProgram, cursorDrawLength) val _ = drawXyrgb (textVertexBuffer, textProgram, textDrawLength) in () end fun yank (shellState: t, str) = let (* print when text is yanked *) val msg = "|" ^ String.toCString str ^ "|\n" val () = print msg val () = Glfw.setClipboardString (#window shellState, str) in shellState end fun consumeDrawEvent (shellState, msg) = let val {textVertexBuffer, textProgram, window, textDrawLength = _, ...} = shellState in case msg of REDRAW_TEXT textVec => uploadText (shellState, textVec) | REDRAW_CURSOR cursorVec => uploadCursor (shellState, cursorVec) | REDRAW_BG bgVec => uploadBg (shellState, bgVec) | YANK str => yank (shellState, str) end local fun loop (pos, msgVec, shellState) = if pos = Vector.length msgVec then shellState else let val msg = Vector.sub (msgVec, pos) val shellState = consumeDrawEvent (shellState, msg) in loop (pos + 1, msgVec, shellState) end in fun consumeDrawEvents shellState = loop (0, DrawMailbox.getMessagesAndClear (), shellState) end local fun updateLoop (pos, msgVec, app) = if pos = Vector.length msgVec then app else let val msg = Vector.sub (msgVec, pos) val app = Updater.update (app, msg) in updateLoop (pos + 1, msgVec, app) end in fun update app = updateLoop (0, InputMailbox.getMessagesAndClear (), app) end fun helpLoop (app, shellState as {window, ...}: t) = case Glfw.windowShouldClose window of false => let val shellState = consumeDrawEvents shellState val _ = Gles3.clearColor (0.087, 0.095, 0.13, 1.0) val _ = Gles3.clear () val app = update app val _ = draw shellState val _ = Glfw.swapBuffers window val _ = Glfw.waitEvents () in helpLoop (app, shellState) end | true => Glfw.terminate () fun loop (app, window) = let val shellState = create window in helpLoop (app, shellState) end end