Files
sml-projects/temp.txt

173 lines
4.7 KiB
Plaintext

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
, 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 xyzRgbVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyzRgbVertexShaderString)
val rgbFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
val textProgram = createProgram (xyzRgbVertexShader, rgbFragmentShader)
(* clean up shaders which are no longer needed once progran is linked. *)
val _ = Gles3.deleteShader xyzRgbVertexShader
val _ = Gles3.deleteShader rgbFragmentShader
(* because we only have a single vertex buffer,
* we only need to bind and set attributes once. *)
val _ = Gles3.bindBuffer textVertexBuffer
(* enable xyz component from uploaded array *)
val _ = Gles3.vertexAttribPointer (0, 3, 6, 0)
val _ = Gles3.enableVertexAttribArray 0
(* enable rgb component from uploaded array *)
val _ = Gles3.vertexAttribPointer (1, 3, 6, 12)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram textProgram
in
{ textVertexBuffer = textVertexBuffer
, textProgram = textProgram
, textDrawLength = 0
, window = window
}
end
fun uploadText (shellState: t, vec) =
let
val {textVertexBuffer, textProgram, textDrawLength = _, window} =
shellState
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newTextDrawLength = Vector.length vec div 6
in
{ textVertexBuffer = textVertexBuffer
, textProgram = textProgram
, textDrawLength = newTextDrawLength
, window = window
}
end
fun draw (drawObject: t) =
let
val {textVertexBuffer, textDrawLength, textProgram, window = _} =
drawObject
in
Gles3.drawArrays (Gles3.TRIANGLES, 0, textDrawLength)
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
DRAW_TEXT textVec => uploadText (shellState, textVec)
| 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 (0.97, 0.95, 0.937, 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