388 lines
9.4 KiB
OCaml
388 lines
9.4 KiB
OCaml
open! Import
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include (val Ohlog.sublogs logger "Ren")
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type ivec2 = int * int
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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_vec2 : vec2 set_fn = fun (U l) {x; y} -> Gl.uniform2f l x y
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let set_ivec2 : ivec2 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 mat3 = Array1.create Float32 C_layout 9 in
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mat3.{6} <- 0.0;
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mat3.{7} <- 0.0;
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mat3.{8} <- 1.0;
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fun (U l) mat ->
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mat3.{0} <- mat.a0;
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mat3.{1} <- mat.a1;
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mat3.{2} <- mat.a2;
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mat3.{3} <- mat.a3;
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mat3.{4} <- mat.a4;
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mat3.{5} <- mat.a5;
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Gl.uniform_matrix3fv l 1 true mat3
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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 : [`range of int * 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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~count
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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 =
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Gl.bind_buffer Gl.element_array_buffer 0;
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`range (0, count)
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(* TODO: index buffer (useful for drawing rect borders) *)
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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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| `range (ofs, len) ->
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Gl.draw_arrays_instanced draw_mode ofs len instances
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(* | `elems n -> *)
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(* Gl.draw_elements_instanced draw_mode count type_ offset instances *)
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(* Texture *)
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type texture = {
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tid : int;
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} [@@unboxed]
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type pixel_array = (float, Bigarray.float32_elt, Bigarray.c_layout) Array1.t
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let make_texture width height fmt (pixels : pixel_array) =
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let tid = Gl.gen_textures 1 Gl._i32; Int32.to_int Gl._i32.{0} in
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Gl.bind_texture Gl.texture_2d tid;
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(* TODO: configurable *)
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Gl.tex_parameteri Gl.texture_2d Gl.texture_wrap_s Gl.clamp_to_edge;
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Gl.tex_parameteri Gl.texture_2d Gl.texture_wrap_t Gl.clamp_to_edge;
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Gl.tex_parameteri Gl.texture_2d Gl.texture_min_filter Gl.linear_mipmap_linear;
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Gl.tex_parameteri Gl.texture_2d Gl.texture_mag_filter Gl.linear;
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Gl.tex_image2d Gl.texture_2d 0 fmt width height 0 fmt Gl.float (`Data pixels);
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Gl.generate_mipmap Gl.texture_2d;
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Gl.bind_texture Gl.texture_2d 0;
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{tid}
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let set_tex : texture set_fn =
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fun (U l) {tid} ->
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(* TODO: in order to allow multiple textures, there should something like a LRU cache of
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which texture unit each is bound to. *)
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Gl.bind_texture Gl.texture_2d tid;
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Gl.uniform1i l 0
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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_g : geometry;
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sprite : shader;
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sprite_g : geometry;
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(* sprite_instances : vertex_buffer; *)
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msdf : shader;
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text_g : geometry;
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(* msdf_instances : vertex_buffer; *)
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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 ~(wnd : Sdl.window) : t =
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debug (fun m -> m "initializing");
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let gl_ctx = Sdl.gl_create_context_exn wnd in
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Sdl.gl_make_current_exn wnd 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 = load_shader ~name:"polygon" in
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let rect_g =
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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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~count:4
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in
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let sprite = load_shader ~name:"sprite" in
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let sprite_g =
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make_geometry [
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make_static_vertex_buffer unit_square [
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attr sprite "Vert" `float 2;
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]
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(* sprite_instances *)
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]
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~draw_mode:Gl.triangle_strip
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~count:4
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in
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let msdf = load_shader ~name:"msdf" in
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let text_g =
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make_geometry [
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make_static_vertex_buffer unit_square [
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attr msdf "Vert" `float 2;
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]
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(* msdf_instances *)
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]
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~draw_mode:Gl.triangle_strip
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~count:4
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in
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{
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window = wnd;
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gl_ctx;
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polygon;
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rect_g;
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sprite;
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sprite_g;
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msdf;
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text_g;
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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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use t.polygon; set_ivec2 (uniform t.polygon "Viewport") viewport;
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use t.sprite; set_ivec2 (uniform t.sprite "Viewport") viewport;
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use t.msdf; set_ivec2 (uniform t.msdf "Viewport") viewport;
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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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end
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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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(* TODO: store uniforms *)
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(* TODO: instanced rendering *)
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let draw_rect t ~tf ~fill rect =
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let sh = t.polygon and ge = t.rect_g in
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begin
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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") rect;
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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 ge;
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end
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let draw_texture t ~tf ~rect ~clip ~tint tex =
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let sh = t.sprite and ge = t.sprite_g in
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begin
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use sh;
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set_mat2a (uniform sh "Transform") tf;
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set_tex (uniform sh "Texture") tex;
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set_aabb (uniform sh "Rect") rect;
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set_aabb (uniform sh "Clip") clip;
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set_color (uniform sh "Tint") tint;
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draw_geometry ge;
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end
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let draw_glyph t ~tf ~offset ~atlas ~plane ~fg msdf =
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let sh = t.msdf and ge = t.text_g in
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begin
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use sh;
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set_mat2a (uniform sh "Transform") tf;
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set_tex (uniform sh "Texture") msdf;
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set_vec2 (uniform sh "Offset") offset;
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set_aabb (uniform sh "Atlas") atlas;
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set_aabb (uniform sh "Plane") plane;
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set_color (uniform sh "Fill") fg;
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draw_geometry ge;
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end
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