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

51 lines
1.4 KiB
Standard ML

structure GlDraw =
struct
(* 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 Gles3.VERTEX_SHADER
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 () =
let
(* Set up GLFW. *)
val _ = Glfw.init ()
val _ = Glfw.windowHint (Glfw.CONTEXT_VERSION_MAJOR (), 3)
val _ = Glfw.windowHint (Glfw.DEPRECATED (), Glfw.FALSE ())
val _ = Glfw.windowHint (Glfw.SAMPLES (), 4)
val window = Glfw.createWindow (1600, 900, "shf")
val _ = Glfw.makeContextCurrent window
val _ = Gles3.loadGlad ()
(* todo: create vertex buffer, program, etc. for text. *)
in
{window = window}
end
end