Files
sml-projects/shell/gl-draw.sml

272 lines
8.2 KiB
Standard ML

structure GlDraw =
struct
type t =
{ window: MLton.Pointer.t
, wallVertexBuffer: Word32.word
, wallProgram: Word32.word
, wallLength: int
, playerVertexBuffer: Word32.word
, playerProgram: Word32.word
, playerLength: int
, fieldVertexBuffer: Word32.word
, fieldProgram: Word32.word
, fieldLength: int
}
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. *)
val xyrgbVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString)
val rgbFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
val xyrgbaVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbaVertexShaderString)
val rgbaFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbaFragmentShaderString)
(* wall here includes both walls and platforms *)
val wallVertexBuffer = Gles3.createBuffer ()
val wallProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
val playerVertexBuffer = Gles3.createBuffer ()
val playerProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
val fieldVertexBuffer = Gles3.createBuffer ()
val fieldProgram = createProgram (xyrgbaVertexShader, rgbaFragmentShader)
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = 0
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = 0
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = 0
}
end
fun uploadWall (shellState: t, vec) =
let
val
{ window
, playerVertexBuffer
, playerProgram
, playerLength
, fieldVertexBuffer
, fieldProgram
, fieldLength
, wallVertexBuffer
, wallProgram
, wallLength = _
} = shellState
val _ = Gles3.bindBuffer wallVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newWallLength = Vector.length vec div 5
in
{ window = window
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = playerLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = fieldLength
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = newWallLength
}
end
fun uploadPlayer (shellState: t, vec) =
let
val
{ window
, wallVertexBuffer
, wallProgram
, wallLength
, fieldVertexBuffer
, fieldProgram
, fieldLength
, playerVertexBuffer
, playerProgram
, playerLength = _
} = shellState
val _ = Gles3.bindBuffer playerVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newPlayerLength = Vector.length vec div 5
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = wallLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = fieldLength
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = newPlayerLength
}
end
fun uploadField (shellState: t, vec) =
let
val
{ window
, wallVertexBuffer
, wallProgram
, wallLength
, playerVertexBuffer
, playerProgram
, playerLength
, fieldVertexBuffer
, fieldProgram
, fieldLength = _
} = shellState
val _ = Gles3.bindBuffer fieldVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newFieldLength = Vector.length vec div 6
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = wallLength
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = playerLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = newFieldLength
}
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 drawXyrgba (vertexBuffer, program, drawLength) =
if drawLength > 0 then
let
val _ = Gles3.bindBuffer vertexBuffer
(* enable xy component from uploaded array *)
val _ = Gles3.vertexAttribPointer (0, 2, 6, 0)
val _ = Gles3.enableVertexAttribArray 0
(* enable rgb component from uploaded array *)
val _ = Gles3.vertexAttribPointer (1, 4, 6, 8)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, drawLength)
in
()
end
else
()
fun drawWall ({wallVertexBuffer, wallProgram, wallLength, ...}: t) =
drawXyrgb (wallVertexBuffer, wallProgram, wallLength)
fun drawPlayer ({playerVertexBuffer, playerProgram, playerLength, ...}: t) =
drawXyrgb (playerVertexBuffer, playerProgram, playerLength)
fun drawField ({fieldVertexBuffer, fieldProgram, fieldLength, ...}) =
drawXyrgba (fieldVertexBuffer, fieldProgram, fieldLength)
fun draw (shellState: t) =
let
val _ = drawWall shellState
val _ = drawPlayer shellState
val _ = drawField shellState
in
()
end
fun helpLoop (shellState as {window, ...}: t, game) =
case Glfw.windowShouldClose window of
false =>
let
val _ = Gles3.clearColor (1.0, 1.0, 1.0, 1.0)
val _ = Gles3.clear ()
val input = InputState.getSnapshot ()
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val game = GameUpdate.update (game, input)
val playerVec = Player.getDrawVec (#player game, width, height)
val enemyVec = Enemy.getDrawVec (#enemies game, width, height)
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls game, width, height)
val platVec = Platform.getDrawVec (#platforms game, width, height)
val wallVec = Vector.concat [wallVec, platVec]
val fieldVec = Player.getFieldVec (#player game, width, height)
(* temp *)
val pelletVec = Player.getPelletVec (#player game, width, height)
val projectileVec =
Player.getProjectileVec (#player game, width, height)
val fieldVec = Vector.concat [pelletVec, projectileVec, fieldVec]
val shellState = uploadWall (shellState, wallVec)
val shellState = uploadPlayer (shellState, playerVec)
val shellState = uploadField (shellState, fieldVec)
val _ = draw shellState
val _ = Glfw.swapBuffers window
val _ = Glfw.pollEvents ()
in
helpLoop (shellState, game)
end
| true => Glfw.terminate ()
fun loop window =
let val shellState = create window
in helpLoop (shellState, GameType.initial)
end
end