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

84 lines
2.2 KiB
Standard ML

structure GlDraw =
struct
open CML
type t = { 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. *)
val textVertexBuffer = Gles3.createBuffer ()
val xyrgbVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString)
val rgbFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
val placeholderProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
in
{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 helpLoop (shellState as {window, ...}: t) =
case Glfw.windowShouldClose window of
false =>
let
val _ = Gles3.clearColor (1.0, 1.0, 1.0, 1.0)
val _ = Gles3.clear ()
(* todo:
* - update game state
* - consume draw messages
* - finally, draw
* *)
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