51 lines
1.4 KiB
Standard ML
51 lines
1.4 KiB
Standard ML
structure GlDraw =
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struct
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(* The name doesn't make it clear, but this structure
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* couples GLFW and OpenGL.
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* I'm not sure if I will use native windowing systems
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* or other graphics APIs at a later stage,
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* but the current priority is GLFW + OpenGL.
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* *)
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type t =
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{ textVertexBuffer: Word32.word
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, textProgram: Word32.word
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, textDrawLength: int
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, window: MLton.Pointer.t
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}
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fun createShader (shaderType, shaderString) =
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let
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val shader = Gles3.createShader Gles3.VERTEX_SHADER
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val _ = Gles3.shaderSource (shader, shaderString)
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val _ = Gles3.compileShader shader
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in
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shader
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end
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fun createProgram (vertexShader, fragmentShader) =
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let
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val program = Gles3.createProgram ()
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val _ = Gles3.attachShader (program, vertexShader)
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val _ = Gles3.attachShader (program, fragmentShader)
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val _ = Gles3.linkProgram program
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in
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program
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end
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fun create () =
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let
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(* Set up GLFW. *)
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val _ = Glfw.init ()
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val _ = Glfw.windowHint (Glfw.CONTEXT_VERSION_MAJOR (), 3)
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val _ = Glfw.windowHint (Glfw.DEPRECATED (), Glfw.FALSE ())
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val _ = Glfw.windowHint (Glfw.SAMPLES (), 4)
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val window = Glfw.createWindow (1600, 900, "shf")
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val _ = Glfw.makeContextCurrent window
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val _ = Gles3.loadGlad ()
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(* todo: create vertex buffer, program, etc. for text. *)
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in
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{window = window}
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end
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end
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