implement gl pipeline with ability to draw a rectangle
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4746d0f897
commit
192074f7eb
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@ -0,0 +1,9 @@
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#version 150 core
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uniform vec4 Fill;
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out vec4 FragColor;
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void main() {
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FragColor = Fill;
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}
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@ -0,0 +1,18 @@
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#version 150 core
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uniform ivec2 Viewport;
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uniform mat3 Transform;
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uniform vec4 BoundingBox;
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uniform int Border;
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in vec2 Vert;
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in vec2 Norm;
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void main() {
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vec2 vert = mix(BoundingBox.xy, BoundingBox.zw, Vert) + Border * Norm;
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vec3 pos = Transform * vec3(vert, 1.0);
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gl_Position.xy = pos.xy * vec2(2.0, -2.0) / Viewport + vec2(-1.0, 1.0);
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gl_Position.z = 0.0;
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gl_Position.w = 1.0;
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}
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@ -0,0 +1,43 @@
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open! Import
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include Tgl4.Gl
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exception Error of string * string
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let error_names = [
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invalid_enum, "Invalid enum";
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invalid_value, "Invalid value";
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invalid_operation, "Invalid operation";
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invalid_framebuffer_operation, "Invalid framebuffer operation";
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out_of_memory, "Out of memory";
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stack_underflow, "Stack underflow";
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stack_overflow, "Stack overflow";
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]
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let check_error why =
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let err = get_error () in
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if err <> no_error then
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raise (Error (why, List.assoc err error_names))
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let _i32 = Array1.create Int32 C_layout 1
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let get_integer param =
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get_integerv param _i32;
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Int32.to_int _i32.{0}
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let gen_get_status gen_get gen_get_info_log status_enum obj =
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gen_get obj status_enum _i32;
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if Int32.to_int _i32.{0} = true_ then Ok ()
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else
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let len =
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gen_get obj info_log_length _i32;
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Int32.to_int _i32.{0}
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in
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let buf = Array1.create Char C_layout len in
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gen_get_info_log obj len None buf;
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Error (String.init (len - 1) (fun i -> buf.{i}))
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let get_shader_compile_status obj =
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gen_get_status get_shaderiv get_shader_info_log compile_status obj
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let get_program_link_status obj =
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gen_get_status get_programiv get_program_info_log link_status obj
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@ -1,4 +1,5 @@
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include Adam
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module Array1 = Bigarray.Array1
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module Sdl = struct
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include Tsdl.Sdl
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@ -33,7 +33,11 @@ let main () =
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(* let time = Sdl.get_ticks () |> Int32.to_int in *)
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Renderer.pre_draw ren;
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Renderer.clear ren (rgb24 0xff8833);
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Renderer.clear ren (rgb24 0x000000);
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Renderer.draw_rect ren
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~tf:(mat2a 100.0 50.0 1.0 1.0)
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~bb:(aabb (-5.0) (-10.0) 50.0 200.0)
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~fill:(rgb24 0xff0000);
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Renderer.post_draw ren;
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done
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with Quit ->
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@ -48,4 +52,5 @@ let () =
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try main () with
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| Failure msg -> error (fun m -> m "%s" msg)
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| Sdl.Error msg -> error (fun m -> m "SDL error: %s" msg)
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| Gl.Error (why, msg) -> error (fun m -> m "OpenGL error (%s): %s" why msg)
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| Asset.Error (path, msg) -> error (fun m -> m "failed to load %S: %s" path msg)
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265
src/renderer.ml
265
src/renderer.ml
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@ -1,37 +1,298 @@
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open! Import
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include (val Ohlog.sublogs logger "Ren")
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(* Buffer *)
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type buffer = {
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bo : int;
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} [@@unboxed]
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let set_buffer_data ?(usage = Gl.stream_draw) {bo} data =
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let size = Array1.size_in_bytes data in
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Gl.bind_buffer Gl.array_buffer bo;
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Gl.buffer_data Gl.array_buffer size (Some data) usage
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let make_buffer ?data () =
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let bo = Gl.gen_buffers 1 Gl._i32; Int32.to_int Gl._i32.{0} in
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let buf = {bo} in
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Option.iter (set_buffer_data buf ~usage:Gl.static_draw) data;
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buf
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let buffer_size_in_bytes { bo } =
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Gl.get_named_buffer_parameteriv bo Gl.buffer_size Gl._i32;
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Int32.to_int Gl._i32.{0}
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(* Vertex buffer attributes *)
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type attr = {
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aidx : int;
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atype : [`float];
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asize : int;
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}
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let attr_type at = match at.atype with
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| `float -> Gl.float
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let attr_size_in_bytes at = match at.atype with
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| `float -> at.asize * 4
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type vertex_buffer = {
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vbuf : buffer;
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vats : attr list;
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vdiv : int;
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}
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let make_static_vertex_buffer data vats =
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let vbuf = make_buffer () ~data in
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{ vbuf; vats; vdiv = 0 }
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(* let make_instance_vertex_buffer vats = *)
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(* let vbuf = make_buffer () in *)
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(* {vbuf; vats; vdiv = 1} *)
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let bind_vertex_buffer { vbuf; vdiv; vats } =
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Gl.bind_buffer Gl.array_buffer vbuf.bo;
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let stride =
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List.fold_left (fun n at -> n + attr_size_in_bytes at) 0 vats
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in
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let enable ofs at =
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Gl.vertex_attrib_pointer
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at.aidx at.asize (attr_type at)
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false stride (`Offset ofs);
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Gl.vertex_attrib_divisor at.aidx vdiv;
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Gl.enable_vertex_attrib_array at.aidx;
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ofs + attr_size_in_bytes at
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in
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ignore (List.fold_left enable 0 vats : int)
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(* Shaders *)
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type shader = {
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spo : int;
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} [@@unboxed]
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type 'a uniform = U : int -> 'a uniform [@@unboxed]
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let compile_shader ~vert ~frag =
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let spo = Gl.create_program () in
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let compile type_ name src =
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let so = Gl.create_shader type_ in
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Gl.attach_shader spo so;
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(* "If a shader object to be deleted is attached to a program object, it will be
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* flagged for deletion, but it will not be deleted until it is no longer attached
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* to any program object" *)
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Gl.delete_shader so;
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Gl.shader_source so src;
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Gl.compile_shader so;
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match Gl.get_shader_compile_status so with
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| Ok () -> ()
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| Error info_log ->
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Gl.delete_program spo;
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Printf.ksprintf failwith "Error compiling %s shader: %s" name info_log
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in
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let link () =
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Gl.link_program spo;
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match Gl.get_program_link_status spo with
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| Ok () -> { spo }
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| Error info_log ->
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Gl.delete_program spo;
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Printf.ksprintf failwith "Error linking shader: %s" info_log
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in
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compile Gl.vertex_shader "vertex" vert;
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compile Gl.fragment_shader "fragment" frag;
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link ()
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let load_shader ~name =
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let shd =
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compile_shader
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~vert:(Printf.ksprintf Asset.load_file "shaders/%s.vert" name)
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~frag:(Printf.ksprintf Asset.load_file "shaders/%s.frag" name)
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in
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debug (fun m -> m "loaded shader %S" name); shd
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let use {spo} =
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Gl.use_program spo
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let attr {spo} aname atype asize =
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match Gl.get_attrib_location spo aname with
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| -1 -> Printf.ksprintf failwith "No such attribute %S" aname
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| aidx -> { aidx; atype; asize }
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let uniform {spo} name =
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match Gl.get_uniform_location spo name with
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| -1 -> Printf.ksprintf failwith "No such uniform: %S" name
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| loc -> U loc
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type 'a set_fn = 'a uniform -> 'a -> unit
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let set_int : int set_fn = fun (U l) x -> Gl.uniform1i l x
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let set_ivec2 : (int*int) set_fn = fun (U l) (x, y) -> Gl.uniform2i l x y
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let set_color : color set_fn = fun (U l) c -> Gl.uniform4f l c.r c.g c.b c.a
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let set_aabb : aabb set_fn = fun (U l) b -> Gl.uniform4f l b.x0 b.y0 b.x1 b.y1
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let set_mat2a : mat2a set_fn =
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let _mat3x3 = Array1.create Float32 C_layout 9 in
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_mat3x3.{6} <- 0.0;
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_mat3x3.{7} <- 0.0;
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_mat3x3.{8} <- 1.0;
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fun (U l) mat ->
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_mat3x3.{0} <- mat.a0;
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_mat3x3.{1} <- mat.a1;
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_mat3x3.{2} <- mat.a2;
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_mat3x3.{3} <- mat.a3;
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_mat3x3.{4} <- mat.a4;
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_mat3x3.{5} <- mat.a5;
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Gl.uniform_matrix3fv l 1 true _mat3x3
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(* Geometry *)
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type geometry = {
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vao : int;
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draw_mode : Gl.enum;
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indices : [`count of int | `elems of int];
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}
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let make_geometry
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~draw_mode
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~index
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vertex_buffers
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=
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let vao = Gl.gen_vertex_arrays 1 Gl._i32; Int32.to_int Gl._i32.{0} in
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Gl.bind_vertex_array vao;
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let indices = match index with
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| `count n ->
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Gl.bind_buffer Gl.element_array_buffer 0;
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`count n
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| `elems ibuf ->
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Gl.bind_buffer Gl.element_array_buffer ibuf.bo;
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(* divide by 2 since the buffer should contain int16_unsigned *)
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`elems (buffer_size_in_bytes ibuf / 2)
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in
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List.iter bind_vertex_buffer vertex_buffers;
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{
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vao;
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draw_mode;
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indices
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}
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let draw_geometry ?(instances = 1) { vao; draw_mode; indices } =
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Gl.bind_vertex_array vao;
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match indices with
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| `count n ->
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Gl.draw_arrays_instanced draw_mode 0 n instances
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| `elems n ->
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let offset = `Offset 0 in
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let type_ = Gl.unsigned_short in
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Gl.draw_elements_instanced draw_mode n type_ offset instances
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(* Renderer *)
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type t = {
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window : Sdl.window;
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gl_ctx : Sdl.gl_context;
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polygon : shader;
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rect : geometry;
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}
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let unit_square =
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(* 1--0
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* | |
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* 3--2
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*)
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Array1.of_array Float32 C_layout @@
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Array.concat [
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[| 1.; 0.; |];
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[| 0.; 0.; |];
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[| 1.; 1.; |];
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[| 0.; 1.; |];
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]
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let unit_square_with_norm =
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(* 5 4
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* 1--0
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* | |
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* 3--2
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* 7 6
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*)
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Array1.of_array Float32 C_layout @@
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Array.concat [
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[| 1.; 0.; 0.; 0. |];
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[| 0.; 0.; 0.; 0. |];
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[| 1.; 1.; 0.; 0. |];
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[| 0.; 1.; 0.; 0. |];
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[| 1.; 0.; 1.; -1. |];
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[| 0.; 0.; -1.; -1. |];
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[| 1.; 1.; 1.; 1. |];
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[| 0.; 1.; -1.; 1. |];
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]
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let make ~(window : Sdl.window) : t =
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debug (fun m -> m "initializing");
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let gl_ctx = Sdl.gl_create_context_exn window in
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Sdl.gl_make_current_exn window gl_ctx;
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Sdl.gl_set_swap_interval_exn 1;
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Gl.enable Gl.blend;
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Gl.blend_func Gl.one Gl.one_minus_src_alpha;
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Gl.check_error "setup";
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let polygon =
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load_shader
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~name:"polygon"
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in
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let rect =
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make_geometry [
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make_static_vertex_buffer unit_square_with_norm [
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attr polygon "Vert" `float 2;
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attr polygon "Norm" `float 2;
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]
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]
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~draw_mode:Gl.triangle_strip
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~index:(`count 4)
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in
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{
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window;
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gl_ctx;
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polygon;
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rect;
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}
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let destroy t =
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Sdl.gl_delete_context t.gl_ctx
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let pre_draw t =
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let viewport = Sdl.get_window_size t.window in
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begin
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Sdl.gl_make_current_exn t.window t.gl_ctx;
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(* let size = Sdl.get_window_size t.window in *)
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set_ivec2 (uniform t.polygon "Viewport") viewport;
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end
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let clear (_t : t) (bg : color) =
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let clear _t (bg : color) =
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begin
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Gl.clear_color bg.r bg.g bg.b bg.a;
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Gl.clear Gl.color_buffer_bit;
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end
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let draw_rect t ~(tf : mat2a) ~(bb : aabb) ~(fill : color) =
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let sh = t.polygon in
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begin
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(* TODO: cache/store uniform locations in some way *)
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use sh;
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set_mat2a (uniform sh "Transform") tf;
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set_aabb (uniform sh "BoundingBox") bb;
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set_int (uniform sh "Border") 0;
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set_color (uniform sh "Fill") fill;
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draw_geometry t.rect;
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end
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let post_draw t =
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begin
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Sdl.gl_swap_window t.window;
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