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

145 lines
4.1 KiB
Standard ML

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
, drawMailbox: DrawMsg.t Mailbox.mbox
, 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 (drawMailbox, window) =
let
(* create vertex buffer, program, etc. for text. *)
val textVertexBuffer = Gles3.createBuffer ()
val xyrgbVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString)
val rgbFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
val textProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
(* clean up shaders which are no longer needed once progran is linked. *)
val _ = Gles3.deleteShader xyrgbVertexShader
val _ = Gles3.deleteShader rgbFragmentShader
in
{ textVertexBuffer = textVertexBuffer
, textProgram = textProgram
, textDrawLength = 0
, drawMailbox = drawMailbox
, window = window
}
end
fun uploadText (shellState: t, vec) =
let
val
{textVertexBuffer, textProgram, window, drawMailbox, textDrawLength = _} =
shellState
val _ = Gles3.bindBuffer textVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newTextDrawLength = Vector.length vec div 5
in
{ textVertexBuffer = textVertexBuffer
, textProgram = textProgram
, drawMailbox = drawMailbox
, window = window
, textDrawLength = newTextDrawLength
}
end
fun drawText ({textVertexBuffer, textProgram, textDrawLength, ...}: t) =
if textDrawLength > 0 then
let
val _ = Gles3.bindBuffer textVertexBuffer
(* 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 textProgram
val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, textDrawLength)
in
()
end
else
()
fun draw (drawObject: t) =
let val _ = drawText drawObject
in ()
end
fun consumeDrawEvent (shellState, msg) =
let
val
{textVertexBuffer, textProgram, window, drawMailbox, textDrawLength = _} =
shellState
in
case msg of REDRAW_TEXT textVec => uploadText (shellState, textVec)
end
fun consumeDrawEvents (shellState as {drawMailbox, ...}: t) =
case Mailbox.recvPoll drawMailbox of
NONE => shellState
| SOME msg =>
let val shellState = consumeDrawEvent (shellState, msg)
in consumeDrawEvents shellState
end
fun helpLoop (shellState as {window, ...}: t) =
case Glfw.windowShouldClose window of
false =>
let
val shellState = consumeDrawEvents shellState
val _ = Gles3.clearColor (0.087, 0.095, 0.13, 1.0)
val _ = Gles3.clear ()
val _ = draw shellState
val _ = Glfw.swapBuffers window
val _ = Glfw.waitEvents ()
in
helpLoop shellState
end
| true => Glfw.terminate ()
fun loop (drawMailbox, window) =
let val shellState = create (drawMailbox, window)
in helpLoop shellState
end
end