Files
sml-projects/game-sml/shell/gl-draw.sml
Humza Shahid da8790f0b6 Add 'game-sml/' from commit '113c3e67abe635f714f972a1e2ab0e4b24ff10f4'
git-subtree-dir: game-sml
git-subtree-mainline: aa5357714d
git-subtree-split: 113c3e67ab
2026-04-24 00:38:14 +01:00

341 lines
9.9 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 helpDrawLevel (shellState: t) =
let
val _ = drawWall shellState
val _ = drawPlayer shellState
val _ = drawField shellState
in
()
end
fun drawLevel (shellState: t, level) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val playerVec = PlayerVec.get (#player level, width, height)
val enemyVec = Enemy.getDrawVec (#enemies level, width, height)
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls level, width, height)
val platVec = Platform.getDrawVec (#platforms level, width, height)
val fallingVec = FallingEnemies.getDrawVec (level, width, height)
val wallVec = Vector.concat [wallVec, platVec, fallingVec]
val shellState = uploadWall (shellState, wallVec)
val shellState = uploadPlayer (shellState, playerVec)
val () = helpDrawLevel shellState
in
shellState
end
fun helpDrawTitle (shellState: t) = drawPlayer shellState
fun drawTitle (shellState: t, title) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val vec = TitleVec.getDrawVec (title, width, height)
val shellState = uploadPlayer (shellState, vec)
val () = helpDrawTitle shellState
in
shellState
end
fun helpDrawOptions shellState = drawPlayer shellState
fun drawOptions (shellState: t, options) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val vec = OptionsVec.getDrawVec (options, width, height)
val shellState = uploadPlayer (shellState, vec)
val () = helpDrawOptions shellState
in
shellState
end
fun drawMode (shellState: t, game: GameType.game_type) =
let
open GameType
in
case #mode game of
LEVEL level => drawLevel (shellState, level)
| TITLE title => drawTitle (shellState, title)
| OPTIONS options => drawOptions (shellState, options)
end
fun saveKeys game =
let
val newKeys = #userKeys game
val () = InputState.setControls newKeys
val io = TextIO.openOut "controls.config"
val () = TextIO.output (io, CoreKey.userKeysToString newKeys)
val () = TextIO.closeOut io
in
()
end
fun runEffects game =
let val () = if #saveKeys game then saveKeys game else ()
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 time = Time.now ()
val input = InputState.getSnapshot ()
val game = GameUpdate.update (game, input, time)
val shellState = drawMode (shellState, game)
val () = runEffects game
val _ = Glfw.swapBuffers window
val _ = Glfw.pollEvents ()
in
helpLoop (shellState, game)
end
| true => Glfw.terminate ()
fun loop window =
let
val shellState = create window
val controls =
case ParseControls.parse () of
SOME controls => controls
| NONE =>
{ left = CoreKey.KEY_LEFT
, right = CoreKey.KEY_RIGHT
, up = CoreKey.KEY_UP
, down = CoreKey.KEY_DOWN
, jump = CoreKey.KEY_Z
, attack = CoreKey.KEY_X
, escape = CoreKey.KEY_ESCAPE
}
val () = InputState.setControls controls
in
helpLoop (shellState, GameType.init controls)
end
end