git-subtree-dir: game-sml git-subtree-mainline:aa5357714dgit-subtree-split:113c3e67ab
341 lines
9.9 KiB
Standard ML
341 lines
9.9 KiB
Standard ML
structure GlDraw =
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struct
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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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, fieldVertexBuffer: Word32.word
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, fieldProgram: Word32.word
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, fieldLength: int
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}
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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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val xyrgbaVertexShader = createShader
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(Gles3.VERTEX_SHADER, GlShaders.xyrgbaVertexShaderString)
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val rgbaFragmentShader = createShader
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(Gles3.FRAGMENT_SHADER, GlShaders.rgbaFragmentShaderString)
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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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val fieldVertexBuffer = Gles3.createBuffer ()
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val fieldProgram = createProgram (xyrgbaVertexShader, rgbaFragmentShader)
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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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, fieldVertexBuffer = fieldVertexBuffer
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, fieldProgram = fieldProgram
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, fieldLength = 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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, fieldVertexBuffer
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, fieldProgram
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, fieldLength
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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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, fieldVertexBuffer = fieldVertexBuffer
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, fieldProgram = fieldProgram
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, fieldLength = fieldLength
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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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, fieldVertexBuffer
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, fieldProgram
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, fieldLength
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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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in
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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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, fieldVertexBuffer = fieldVertexBuffer
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, fieldProgram = fieldProgram
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, fieldLength = fieldLength
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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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end
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fun uploadField (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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, fieldVertexBuffer
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, fieldProgram
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, fieldLength = _
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} = shellState
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val _ = Gles3.bindBuffer fieldVertexBuffer
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val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
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val newFieldLength = Vector.length vec div 6
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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 = wallLength
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, playerVertexBuffer = playerVertexBuffer
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, playerProgram = playerProgram
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, playerLength = playerLength
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, fieldVertexBuffer = fieldVertexBuffer
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, fieldProgram = fieldProgram
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, fieldLength = newFieldLength
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}
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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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fun drawXyrgba (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, 6, 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, 4, 6, 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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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 drawField ({fieldVertexBuffer, fieldProgram, fieldLength, ...}) =
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drawXyrgba (fieldVertexBuffer, fieldProgram, fieldLength)
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fun helpDrawLevel (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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val _ = drawField shellState
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in
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()
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end
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fun drawLevel (shellState: t, level) =
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let
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val width = InputState.getWidth ()
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val height = InputState.getHeight ()
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val playerVec = PlayerVec.get (#player level, width, height)
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val enemyVec = Enemy.getDrawVec (#enemies level, width, height)
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val playerVec = Vector.concat [playerVec, enemyVec]
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val wallVec = Wall.getDrawVec (#walls level, width, height)
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val platVec = Platform.getDrawVec (#platforms level, width, height)
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val fallingVec = FallingEnemies.getDrawVec (level, width, height)
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val wallVec = Vector.concat [wallVec, platVec, fallingVec]
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val shellState = uploadWall (shellState, wallVec)
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val shellState = uploadPlayer (shellState, playerVec)
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val () = helpDrawLevel shellState
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in
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shellState
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end
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fun helpDrawTitle (shellState: t) = drawPlayer shellState
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fun drawTitle (shellState: t, title) =
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let
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val width = InputState.getWidth ()
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val height = InputState.getHeight ()
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val vec = TitleVec.getDrawVec (title, width, height)
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val shellState = uploadPlayer (shellState, vec)
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val () = helpDrawTitle shellState
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in
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shellState
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end
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fun helpDrawOptions shellState = drawPlayer shellState
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fun drawOptions (shellState: t, options) =
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let
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val width = InputState.getWidth ()
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val height = InputState.getHeight ()
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val vec = OptionsVec.getDrawVec (options, width, height)
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val shellState = uploadPlayer (shellState, vec)
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val () = helpDrawOptions shellState
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in
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shellState
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end
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fun drawMode (shellState: t, game: GameType.game_type) =
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let
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open GameType
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in
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case #mode game of
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LEVEL level => drawLevel (shellState, level)
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| TITLE title => drawTitle (shellState, title)
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| OPTIONS options => drawOptions (shellState, options)
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end
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fun saveKeys game =
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let
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val newKeys = #userKeys game
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val () = InputState.setControls newKeys
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val io = TextIO.openOut "controls.config"
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val () = TextIO.output (io, CoreKey.userKeysToString newKeys)
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val () = TextIO.closeOut io
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in
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()
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end
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fun runEffects game =
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let val () = if #saveKeys game then saveKeys game else ()
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in ()
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end
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fun helpLoop (shellState as {window, ...}: t, game) =
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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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val time = Time.now ()
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val input = InputState.getSnapshot ()
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val game = GameUpdate.update (game, input, time)
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val shellState = drawMode (shellState, game)
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val () = runEffects game
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val _ = Glfw.swapBuffers window
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val _ = Glfw.pollEvents ()
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in
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helpLoop (shellState, game)
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end
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| true => Glfw.terminate ()
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fun loop window =
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let
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val shellState = create window
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val controls =
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case ParseControls.parse () of
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SOME controls => controls
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| NONE =>
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{ left = CoreKey.KEY_LEFT
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, right = CoreKey.KEY_RIGHT
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, up = CoreKey.KEY_UP
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, down = CoreKey.KEY_DOWN
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, jump = CoreKey.KEY_Z
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, attack = CoreKey.KEY_X
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, escape = CoreKey.KEY_ESCAPE
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}
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val () = InputState.setControls controls
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in
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helpLoop (shellState, GameType.init controls)
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end
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end
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