Files
sml-projects/imperative-shell/app-draw.sml

146 lines
4.7 KiB
Standard ML

structure AppDraw =
struct
type draw_object = {vertexBuffer: Word32.word, program: Word32.word}
fun initDrawObject (vertexShaderString, fragmentShaderString) : draw_object =
let
val vertexBuffer = Gles3.createBuffer ()
val vertexShader = Gles3.createShader (Gles3.VERTEX_SHADER ())
val _ = Gles3.shaderSource (vertexShader, vertexShaderString)
val _ = Gles3.compileShader vertexShader
val fragmentBuffer = Gles3.createBuffer ()
val fragmentShader = Gles3.createShader (Gles3.FRAGMENT_SHADER ())
val _ = Gles3.shaderSource (fragmentShader, fragmentShaderString)
val _ = Gles3.compileShader fragmentShader
val program = Gles3.createProgram ()
val _ = Gles3.attachShader (program, vertexShader)
val _ = Gles3.attachShader (program, fragmentShader)
val _ = Gles3.linkProgram program
(* Flag shaders for deletion as we no longer need them
* once the program is linked. *)
in
{vertexBuffer = vertexBuffer, program = program}
end
fun initGraphLines () =
let
val graphDrawObject = initDrawObject
(Constants.graphVertexShaderString, Constants.graphFragmentShaderString)
val {vertexBuffer, program} = graphDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (#[], 0, Gles3.STATIC_DRAW ())
val _ = Gles3.vertexAttribPointer (0, 2, 2, 0)
val _ = Gles3.enableVertexAttribArray 0
in
graphDrawObject
end
fun uploadGraphLines (graphDrawObject: draw_object, vec) =
let
val {vertexBuffer, ...} = graphDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW ())
in
()
end
fun drawGraphLines (graphDrawObject: draw_object, graphDrawLength) =
let
val {vertexBuffer, program} = graphDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.vertexAttribPointer (0, 2, 2, 0)
val _ = Gles3.enableVertexAttribArray 0
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES (), 0, graphDrawLength)
in
()
end
fun initButton () =
let
val buttonDrawObject = initDrawObject
( Constants.colouredVertexShaderString
, Constants.colouredFragmentShaderString
)
val {vertexBuffer, program} = buttonDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (#[], 0, Gles3.STATIC_DRAW ())
val _ = Gles3.vertexAttribPointer (0, 2, 5, 0)
val _ = Gles3.enableVertexAttribArray 0
val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
val _ = Gles3.enableVertexAttribArray 1
in
buttonDrawObject
end
fun uploadButtonVector (buttonDrawObject: draw_object, vec) =
let
val {vertexBuffer, ...} = buttonDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW ())
in
()
end
fun drawButton (buttonDrawObject: draw_object, buttonDrawLength) =
if buttonDrawLength > 0 then
let
val {vertexBuffer, program} = buttonDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.vertexAttribPointer (0, 2, 5, 0)
val _ = Gles3.enableVertexAttribArray 0
val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES (), 0, buttonDrawLength)
in
()
end
else
()
fun initTriangles () =
let
val triangleDrawObject = initDrawObject
(Constants.graphVertexShaderString, Constants.graphFragmentShaderString)
val {vertexBuffer, program} = triangleDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (#[], 0, Gles3.STATIC_DRAW ())
val _ = Gles3.vertexAttribPointer (0, 2, 2, 0)
val _ = Gles3.enableVertexAttribArray 0
in
triangleDrawObject
end
fun uploadTrianglesVector (triangleDrawObject: draw_object, vec) =
let
val {vertexBuffer, ...} = triangleDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW ())
in
()
end
fun drawTriangles (triangleDrawObject: draw_object, triangleDrawLength) =
if triangleDrawLength > 0 then
let
val {vertexBuffer, program} = triangleDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.vertexAttribPointer (0, 2, 2, 0)
val _ = Gles3.enableVertexAttribArray 0
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES (), 0, triangleDrawLength)
in
()
end
else
()
end