/
Reprocessing_Internal.re
1216 lines (1170 loc) · 36.8 KB
/
Reprocessing_Internal.re
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open Reprocessing_Common;
open Reasongl;
module Matrix = Reprocessing_Matrix;
let getProgram =
(
~context,
~vertexShader as vertexShaderSource: string,
~fragmentShader as fragmentShaderSource: string
)
: option(Gl.programT) => {
let vertexShader = Gl.createShader(~context, Constants.vertex_shader);
Gl.shaderSource(~context, ~shader=vertexShader, ~source=vertexShaderSource);
Gl.compileShader(~context, vertexShader);
let compiledCorrectly =
Gl.getShaderParameter(
~context,
~shader=vertexShader,
~paramName=Gl.Compile_status
)
== 1;
if (compiledCorrectly) {
let fragmentShader =
Gl.createShader(~context, Constants.fragment_shader);
Gl.shaderSource(
~context,
~shader=fragmentShader,
~source=fragmentShaderSource
);
Gl.compileShader(~context, fragmentShader);
let compiledCorrectly =
Gl.getShaderParameter(
~context,
~shader=fragmentShader,
~paramName=Gl.Compile_status
)
== 1;
if (compiledCorrectly) {
let program = Gl.createProgram(~context);
Gl.attachShader(~context, ~program, ~shader=vertexShader);
Gl.deleteShader(~context, vertexShader);
Gl.attachShader(~context, ~program, ~shader=fragmentShader);
Gl.deleteShader(~context, fragmentShader);
Gl.linkProgram(~context, program);
let linkedCorrectly =
Gl.getProgramParameter(~context, ~program, ~paramName=Gl.Link_status)
== 1;
if (linkedCorrectly) {
Some(program);
} else {
print_endline @@
"Linking error: "
++ Gl.getProgramInfoLog(~context, program);
None;
};
} else {
print_endline @@
"Fragment shader error: "
++ Gl.getShaderInfoLog(~context, fragmentShader);
None;
};
} else {
print_endline @@
"Vertex shader error: "
++ Gl.getShaderInfoLog(~context, vertexShader);
None;
};
};
let createCanvas = (window, height: int, width: int) : glEnv => {
Gl.Window.setWindowSize(~window, ~width, ~height);
let context = Gl.Window.getContext(window);
Gl.viewport(~context, ~x=-1, ~y=-1, ~width, ~height);
Gl.clearColor(~context, ~r=0., ~g=0., ~b=0., ~a=1.);
Gl.clear(
~context,
~mask=Constants.color_buffer_bit lor Constants.depth_buffer_bit
);
/*** Camera is a simple record containing one matrix used to project a point in 3D onto the screen. **/
let camera = {projectionMatrix: Gl.Mat4.create()};
let vertexBuffer = Gl.createBuffer(~context);
let elementBuffer = Gl.createBuffer(~context);
let program =
switch (
getProgram(
~context,
~vertexShader=Reprocessing_Shaders.vertexShaderSource,
~fragmentShader=Reprocessing_Shaders.fragmentShaderSource
)
) {
| None =>
failwith("Could not create the program and/or the shaders. Aborting.")
| Some(program) => program
};
Gl.useProgram(~context, program);
/*** Get the attribs ahead of time to be used inside the render function **/
let aVertexPosition =
Gl.getAttribLocation(~context, ~program, ~name="aVertexPosition");
Gl.enableVertexAttribArray(~context, ~attribute=aVertexPosition);
let aVertexColor =
Gl.getAttribLocation(~context, ~program, ~name="aVertexColor");
Gl.enableVertexAttribArray(~context, ~attribute=aVertexColor);
let pMatrixUniform =
Gl.getUniformLocation(~context, ~program, ~name="uPMatrix");
Gl.uniformMatrix4fv(
~context,
~location=pMatrixUniform,
~value=camera.projectionMatrix
);
/*** Get attribute and uniform locations for later usage in the draw code. **/
let aTextureCoord =
Gl.getAttribLocation(~context, ~program, ~name="aTextureCoord");
Gl.enableVertexAttribArray(~context, ~attribute=aTextureCoord);
/*** Generate texture buffer that we'll use to pass image data around. **/
let texture = Gl.createTexture(~context);
/*** This tells OpenGL that we're going to be using texture0. OpenGL imposes a limit on the number of
texture we can manipulate at the same time. That limit depends on the device. We don't care as we'll just
always use texture0. **/
Gl.activeTexture(~context, Constants.texture0);
/*** Bind `texture` to `texture_2d` to modify it's magnification and minification params. **/
Gl.bindTexture(~context, ~target=Constants.texture_2d, ~texture);
let uSampler = Gl.getUniformLocation(~context, ~program, ~name="uSampler");
/*** Load a dummy texture. This is because we're using the same shader for things with and without a texture */
Gl.texImage2D_RGBA(
~context,
~target=Constants.texture_2d,
~level=0,
~width=1,
~height=1,
~border=0,
~data=Gl.Bigarray.of_array(Gl.Bigarray.Uint8, [|255, 255, 255, 255|])
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_mag_filter,
~param=Constants.linear
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_min_filter,
~param=Constants.linear_mipmap_nearest
);
/*** Enable blend and tell OpenGL how to blend. */
Gl.enable(~context, Constants.blend);
Gl.blendFunc(
~context,
Constants.src_alpha,
Constants.one_minus_src_alpha
);
/***
* Will mutate the projectionMatrix to be an ortho matrix with the given boundaries.
* See this link for quick explanation of what this is.
* https://shearer12345.github.io/graphics/assets/projectionPerspectiveVSOrthographic.png
*/
Gl.Mat4.ortho(
~out=camera.projectionMatrix,
~left=0.,
~right=float_of_int(width),
~bottom=float_of_int(height),
~top=0.,
~near=0.,
~far=1.
);
{
camera,
window,
gl: context,
batch: {
vertexArray:
Gl.Bigarray.create(
Gl.Bigarray.Float32,
circularBufferSize * vertexSize
),
elementArray: Gl.Bigarray.create(Gl.Bigarray.Uint16, circularBufferSize),
vertexPtr: 0,
elementPtr: 0,
currTex: None,
nullTex: texture
},
vertexBuffer,
elementBuffer,
aVertexPosition,
aTextureCoord,
aVertexColor,
pMatrixUniform,
uSampler,
keyboard: {
keyCode: Reprocessing_Events.Nothing,
pressed: Reprocessing_Common.KeySet.empty,
released: Reprocessing_Common.KeySet.empty,
down: Reprocessing_Common.KeySet.empty
},
mouse: {
pos: (0, 0),
prevPos: (0, 0),
pressed: false
},
style: {
fillColor: Some({r: 0., g: 0., b: 0., a: 1.}),
strokeWeight: 3,
strokeCap: Round,
strokeColor: None,
tintColor: None,
rectMode: Corner
},
styleStack: [],
matrix: Matrix.createIdentity(),
matrixStack: [],
frame: {
count: 1,
rate: 10,
deltaTime: 0.001
},
size: {
height,
width,
resizeable: true
}
};
};
let makeLocalBatch = env => {
vertexArray:
Gl.Bigarray.create(Gl.Bigarray.Float32, circularBufferSize * vertexSize),
elementArray: Gl.Bigarray.create(Gl.Bigarray.Uint16, circularBufferSize),
vertexPtr: 0,
elementPtr: 0,
currTex: None,
nullTex: env.batch.nullTex
};
let drawGeometry =
(
~vertexArray: Gl.Bigarray.t(float, Gl.Bigarray.float32_elt),
~elementArray: Gl.Bigarray.t(int, Gl.Bigarray.int16_unsigned_elt),
~mode,
~count,
~textureBuffer,
env
) => {
/* Bind `vertexBuffer`, a pointer to chunk of memory to be sent to the GPU to the "register" called
`array_buffer` */
Gl.bindBuffer(
~context=env.gl,
~target=Constants.array_buffer,
~buffer=env.vertexBuffer
);
/*** Copy all of the data over into whatever's in `array_buffer` (so here it's `vertexBuffer`) **/
Gl.bufferData(
~context=env.gl,
~target=Constants.array_buffer,
~data=vertexArray,
~usage=Constants.stream_draw
);
/*** Tell the GPU about the shader attribute called `aVertexPosition` so it can access the data per vertex */
Gl.vertexAttribPointer(
~context=env.gl,
~attribute=env.aVertexPosition,
~size=2,
~type_=Constants.float_,
~normalize=false,
~stride=vertexSize * 4,
~offset=0
);
/*** Same as above but for `aVertexColor` **/
Gl.vertexAttribPointer(
~context=env.gl,
~attribute=env.aVertexColor,
~size=4,
~type_=Constants.float_,
~normalize=false,
~stride=vertexSize * 4,
~offset=2 * 4
);
/*** Same as above but for `aTextureCoord` **/
Gl.vertexAttribPointer(
~context=env.gl,
~attribute=env.aTextureCoord,
~size=2,
~type_=Constants.float_,
~normalize=false,
~stride=vertexSize * 4,
~offset=6 * 4
);
/*** Tell OpenGL about what the uniform called `uSampler` is pointing at, here it's given 0 which is what
texture0 represent. **/
Gl.uniform1i(~context=env.gl, ~location=env.uSampler, ~value=0);
/*** Bind `elementBuffer`, a pointer to GPU memory to `element_array_buffer`. That "register" is used for
the data representing the indices of the vertex. **/
Gl.bindBuffer(
~context=env.gl,
~target=Constants.element_array_buffer,
~buffer=env.elementBuffer
);
/*** Copy the `elementArray` into whatever buffer is in `element_array_buffer` **/
Gl.bufferData(
~context=env.gl,
~target=Constants.element_array_buffer,
~data=elementArray,
~usage=Constants.stream_draw
);
/*** We bind `texture` to texture_2d, like we did for the vertex buffers in some ways (I think?) **/
Gl.bindTexture(
~context=env.gl,
~target=Constants.texture_2d,
~texture=textureBuffer
);
/*** Final call which actually tells the GPU to draw. **/
Gl.drawElements(
~context=env.gl,
~mode,
~count,
~type_=Constants.unsigned_short,
~offset=0
);
};
/*
* Helper that will send the currently available data inside globalVertexArray.
* This function assumes that the vertex data is stored as simple triangles.
*
* That function creates a new big array with a new size given the offset and len but does NOT copy the
* underlying array of memory. So mutation done to that sub array will be reflected in the original one.
*/
let flushGlobalBatch = env =>
if (env.batch.elementPtr > 0) {
let textureBuffer =
switch env.batch.currTex {
| None => env.batch.nullTex
| Some(textureBuffer) => textureBuffer
};
drawGeometry(
~vertexArray=
Gl.Bigarray.sub(
env.batch.vertexArray,
~offset=0,
~len=env.batch.vertexPtr
),
~elementArray=
Gl.Bigarray.sub(
env.batch.elementArray,
~offset=0,
~len=env.batch.elementPtr
),
~mode=Constants.triangles,
~count=env.batch.elementPtr,
~textureBuffer,
env
);
env.batch.currTex = None;
env.batch.vertexPtr = 0;
env.batch.elementPtr = 0;
};
let maybeFlushBatch = (~texture, ~el, ~vert, env) =>
if (env.batch.elementPtr
+ el >= circularBufferSize
|| env.batch.vertexPtr
+ vert >= circularBufferSize
|| env.batch.elementPtr > 0
&& env.batch.currTex !== texture) {
flushGlobalBatch(env);
};
/*
* This array packs all of the values that the shaders need: vertices, colors and texture coordinates.
* We put them all in one as an optimization, so there are less back and forths between us and the GPU.
*
* The vertex array looks like:
*
* |<-------- 8 * 4 bytes ------->|
* --------------------------------
* | x y | r g b a | s t | x2 y2 | r2 g2 b2 a2 | s2 t2 | ....
* --------------------------------
* | | |
* +- offset: 0 bytes, stride: 8 * 4 bytes (because we need to move by 8*4 bytes to get to the next x)
* | |
* +- offset: 3 * 4 bytes, stride: 8 * 4 bytes
* |
* +- offset: (3 + 4) * 4 bytes, stride: 8 * 4 bytes
*
*
* The element array is just an array of indices of vertices given that each vertex takes 8 * 4 bytes.
* For example, if the element array looks like [|0, 1, 2, 1, 2, 3|], we're telling the GPU to draw 2
* triangles: one with the vertices 0, 1 and 2 from the vertex array, and one with the vertices 1, 2 and 3.
* We can "point" to duplicated vertices in our geometry to avoid sending those vertices.
*/
let addRectToGlobalBatch =
(
env,
~bottomRight as (x1, y1),
~bottomLeft as (x2, y2),
~topRight as (x3, y3),
~topLeft as (x4, y4),
~color as {r, g, b, a}
) => {
maybeFlushBatch(~texture=None, ~el=6, ~vert=32, env);
let set = Gl.Bigarray.set;
let i = env.batch.vertexPtr;
let vertexArrayToMutate = env.batch.vertexArray;
set(vertexArrayToMutate, i + 0, x1);
set(vertexArrayToMutate, i + 1, y1);
set(vertexArrayToMutate, i + 2, r);
set(vertexArrayToMutate, i + 3, g);
set(vertexArrayToMutate, i + 4, b);
set(vertexArrayToMutate, i + 5, a);
set(vertexArrayToMutate, i + 6, 0.0);
set(vertexArrayToMutate, i + 7, 0.0);
set(vertexArrayToMutate, i + 8, x2);
set(vertexArrayToMutate, i + 9, y2);
set(vertexArrayToMutate, i + 10, r);
set(vertexArrayToMutate, i + 11, g);
set(vertexArrayToMutate, i + 12, b);
set(vertexArrayToMutate, i + 13, a);
set(vertexArrayToMutate, i + 14, 0.0);
set(vertexArrayToMutate, i + 15, 0.0);
set(vertexArrayToMutate, i + 16, x3);
set(vertexArrayToMutate, i + 17, y3);
set(vertexArrayToMutate, i + 18, r);
set(vertexArrayToMutate, i + 19, g);
set(vertexArrayToMutate, i + 20, b);
set(vertexArrayToMutate, i + 21, a);
set(vertexArrayToMutate, i + 22, 0.0);
set(vertexArrayToMutate, i + 23, 0.0);
set(vertexArrayToMutate, i + 24, x4);
set(vertexArrayToMutate, i + 25, y4);
set(vertexArrayToMutate, i + 26, r);
set(vertexArrayToMutate, i + 27, g);
set(vertexArrayToMutate, i + 28, b);
set(vertexArrayToMutate, i + 29, a);
set(vertexArrayToMutate, i + 30, 0.0);
set(vertexArrayToMutate, i + 31, 0.0);
let ii = i / vertexSize;
let j = env.batch.elementPtr;
let elementArrayToMutate = env.batch.elementArray;
set(elementArrayToMutate, j + 0, ii);
set(elementArrayToMutate, j + 1, ii + 1);
set(elementArrayToMutate, j + 2, ii + 2);
set(elementArrayToMutate, j + 3, ii + 1);
set(elementArrayToMutate, j + 4, ii + 2);
set(elementArrayToMutate, j + 5, ii + 3);
env.batch.vertexPtr = i + 4 * vertexSize;
env.batch.elementPtr = j + 6;
};
let drawTriangle = (env, (x1, y1), (x2, y2), (x3, y3), ~color as {r, g, b, a}) => {
maybeFlushBatch(~texture=None, ~vert=3, ~el=24, env);
let set = Gl.Bigarray.set;
let i = env.batch.vertexPtr;
let vertexArrayToMutate = env.batch.vertexArray;
set(vertexArrayToMutate, i + 0, x1);
set(vertexArrayToMutate, i + 1, y1);
set(vertexArrayToMutate, i + 2, r);
set(vertexArrayToMutate, i + 3, g);
set(vertexArrayToMutate, i + 4, b);
set(vertexArrayToMutate, i + 5, a);
set(vertexArrayToMutate, i + 6, 0.0);
set(vertexArrayToMutate, i + 7, 0.0);
set(vertexArrayToMutate, i + 8, x2);
set(vertexArrayToMutate, i + 9, y2);
set(vertexArrayToMutate, i + 10, r);
set(vertexArrayToMutate, i + 11, g);
set(vertexArrayToMutate, i + 12, b);
set(vertexArrayToMutate, i + 13, a);
set(vertexArrayToMutate, i + 14, 0.0);
set(vertexArrayToMutate, i + 15, 0.0);
set(vertexArrayToMutate, i + 16, x3);
set(vertexArrayToMutate, i + 17, y3);
set(vertexArrayToMutate, i + 18, r);
set(vertexArrayToMutate, i + 19, g);
set(vertexArrayToMutate, i + 20, b);
set(vertexArrayToMutate, i + 21, a);
set(vertexArrayToMutate, i + 22, 0.0);
set(vertexArrayToMutate, i + 23, 0.0);
let ii = i / vertexSize;
let j = env.batch.elementPtr;
let elementArrayToMutate = env.batch.elementArray;
set(elementArrayToMutate, j + 0, ii);
set(elementArrayToMutate, j + 1, ii + 1);
set(elementArrayToMutate, j + 2, ii + 2);
env.batch.vertexPtr = i + 3 * vertexSize;
env.batch.elementPtr = j + 3;
};
let drawLineWithMatrix =
(
~p1 as (xx1, yy1),
~p2 as (xx2, yy2),
~matrix,
~color,
~width,
~project,
env
) => {
let transform = Matrix.matptmul(matrix);
let dx = xx2 -. xx1;
let dy = yy2 -. yy1;
let mag = sqrt(dx *. dx +. dy *. dy);
let radius = width /. 2.;
let xthing = dy /. mag *. radius;
let ything = -. dx /. mag *. radius;
let (projectx, projecty) =
project ? (dx /. mag *. radius, xthing) : (0., 0.);
let x1 = xx2 +. xthing +. projectx;
let y1 = yy2 +. ything +. projecty;
let x2 = xx1 +. xthing -. projectx;
let y2 = yy1 +. ything -. projecty;
let x3 = xx2 -. xthing +. projectx;
let y3 = yy2 -. ything +. projecty;
let x4 = xx1 -. xthing -. projectx;
let y4 = yy1 -. ything -. projecty;
addRectToGlobalBatch(
env,
~bottomRight=transform((x1, y1)),
~bottomLeft=transform((x2, y2)),
~topRight=transform((x3, y3)),
~topLeft=transform((x4, y4)),
~color
);
};
let drawArc =
(
env,
(xCenterOfCircle: float, yCenterOfCircle: float),
radx: float,
rady: float,
start: float,
stop: float,
isPie: bool,
matrix: array(float),
{r, g, b, a}
) => {
let transform = Matrix.matptmul(matrix);
let noOfFans = int_of_float(radx +. rady) / 2 + 10;
maybeFlushBatch(
~texture=None,
~vert=vertexSize * (noOfFans + 3),
~el=3 * noOfFans,
env
);
let (start, stop) = stop < start ? (stop, start) : (start, stop);
let pi = 4.0 *. atan(1.0);
let anglePerFan = 2. *. pi /. float_of_int(noOfFans);
let verticesData = env.batch.vertexArray;
let elementData = env.batch.elementArray;
let set = Gl.Bigarray.set;
let get = Gl.Bigarray.get;
let vertexArrayOffset = env.batch.vertexPtr;
let elementArrayOffset = env.batch.elementPtr;
let start_i =
if (isPie) {
/* Start one earlier and force the first point to be the center */
int_of_float(start /. anglePerFan) - 3;
} else {
int_of_float(start /. anglePerFan) - 2;
};
let stop_i = int_of_float(stop /. anglePerFan) + 1;
for (i in start_i to stop_i) {
let (xCoordinate, yCoordinate) =
transform(
if (isPie && i - start_i == 0) {
(
/* force the first point to be the center */
xCenterOfCircle,
yCenterOfCircle
);
} else {
let angle =
max(min(anglePerFan *. float_of_int(i + 1), stop), start);
(
xCenterOfCircle +. cos(angle) *. radx,
yCenterOfCircle +. sin(angle) *. rady
);
}
);
let ii = (i - start_i) * vertexSize + vertexArrayOffset;
set(verticesData, ii + 0, xCoordinate);
set(verticesData, ii + 1, yCoordinate);
set(verticesData, ii + 2, r);
set(verticesData, ii + 3, g);
set(verticesData, ii + 4, b);
set(verticesData, ii + 5, a);
set(verticesData, ii + 6, 0.0);
set(verticesData, ii + 7, 0.0);
/* For the first three vertices, we don't do any deduping. Then for the subsequent ones, we'll actually
have 3 elements, one pointing at the first vertex, one pointing at the previously added vertex and one
pointing at the current vertex. This mimicks the behavior of triangle_fan. */
if (i - start_i < 3) {
set(elementData, i - start_i + elementArrayOffset, ii / vertexSize);
} else {
/* We've already added 3 elements, for i = 0, 1 and 2. From now on, we'll add 3 elements _per_ i.
To calculate the correct offset in `elementData` we remove 3 from i as if we're starting from 0 (the
first time we enter this loop i = 3), then for each i we'll add 3 elements (so multiply by 3) BUT for
i = 3 we want `jj` to be 3 so we shift everything by 3 (so add 3). Everything's also shifted by
`elementArrayOffset` */
let jj = (i - start_i - 3) * 3 + elementArrayOffset + 3;
set(elementData, jj, vertexArrayOffset / vertexSize);
set(elementData, jj + 1, get(elementData, jj - 1));
set(elementData, jj + 2, ii / vertexSize);
};
};
env.batch.vertexPtr = env.batch.vertexPtr + (noOfFans + 3) * vertexSize;
env.batch.elementPtr = env.batch.elementPtr + (stop_i - start_i - 3) * 3 + 3;
};
let drawEllipse =
(env, center, radx: float, rady: float, matrix: array(float), c) =>
drawArc(
env,
center,
radx,
rady,
0.,
Reprocessing_Constants.tau,
false,
matrix,
c
);
let drawArcStroke =
(
env,
(xCenterOfCircle: float, yCenterOfCircle: float),
radx: float,
rady: float,
start: float,
stop: float,
isOpen: bool,
isPie: bool,
matrix: array(float),
{r, g, b, a} as strokeColor,
strokeWidth
) => {
let transform = Matrix.matptmul(matrix);
let verticesData = env.batch.vertexArray;
let elementData = env.batch.elementArray;
let noOfFans = int_of_float(radx +. rady) / 2 + 10;
let set = Gl.Bigarray.set;
maybeFlushBatch(
~texture=None,
~vert=noOfFans * 2 * vertexSize,
~el=noOfFans * 6,
env
);
let (start, stop) = stop < start ? (stop, start) : (start, stop);
let pi = 4.0 *. atan(1.0);
let anglePerFan = 2. *. pi /. float_of_int(noOfFans);
/* I calculated this roughly by doing:
anglePerFan *. float_of_int (i + 1) == start
i+1 == start /. anglePerFan
*/
let start_i = int_of_float(start /. anglePerFan) - 2;
let stop_i = int_of_float(stop /. anglePerFan);
let prevEl: ref(option((int, int))) = ref(None);
let strokeWidth = float_of_int(strokeWidth);
let halfStrokeWidth = strokeWidth /. 2.;
for (i in start_i to stop_i) {
let angle = max(start, min(anglePerFan *. float_of_int(i + 1), stop));
let (xCoordinateInner, yCoordinateInner) =
transform((
xCenterOfCircle +. cos(angle) *. (radx -. halfStrokeWidth),
yCenterOfCircle +. sin(angle) *. (rady -. halfStrokeWidth)
));
let (xCoordinateOuter, yCoordinateOuter) =
transform((
xCenterOfCircle +. cos(angle) *. (radx +. halfStrokeWidth),
yCenterOfCircle +. sin(angle) *. (rady +. halfStrokeWidth)
));
let ii = env.batch.vertexPtr;
set(verticesData, ii + 0, xCoordinateInner);
set(verticesData, ii + 1, yCoordinateInner);
set(verticesData, ii + 2, r);
set(verticesData, ii + 3, g);
set(verticesData, ii + 4, b);
set(verticesData, ii + 5, a);
set(verticesData, ii + 6, 0.0);
set(verticesData, ii + 7, 0.0);
let ii = ii + vertexSize;
set(verticesData, ii + 0, xCoordinateOuter);
set(verticesData, ii + 1, yCoordinateOuter);
set(verticesData, ii + 2, r);
set(verticesData, ii + 3, g);
set(verticesData, ii + 4, b);
set(verticesData, ii + 5, a);
set(verticesData, ii + 6, 0.0);
set(verticesData, ii + 7, 0.0);
env.batch.vertexPtr = env.batch.vertexPtr + vertexSize * 2;
let currOuter = ii / vertexSize;
let currInner = ii / vertexSize - 1;
let currEl = Some((currInner, currOuter));
switch prevEl^ {
| None => prevEl := currEl
| Some((prevInner, prevOuter)) =>
let elementArrayOffset = env.batch.elementPtr;
set(elementData, elementArrayOffset, prevInner);
set(elementData, elementArrayOffset + 1, prevOuter);
set(elementData, elementArrayOffset + 2, currOuter);
set(elementData, elementArrayOffset + 3, currOuter);
set(elementData, elementArrayOffset + 4, prevInner);
set(elementData, elementArrayOffset + 5, currInner);
env.batch.elementPtr = env.batch.elementPtr + 6;
prevEl := currEl;
};
};
if (! isOpen) {
let startPt = (
xCenterOfCircle +. cos(start) *. radx,
yCenterOfCircle +. sin(start) *. rady
);
let stopPt = (
xCenterOfCircle +. cos(stop) *. radx,
yCenterOfCircle +. sin(stop) *. rady
);
let centerOfCircle = (xCenterOfCircle, yCenterOfCircle);
if (isPie) {
drawLineWithMatrix(
~p1=startPt,
~p2=centerOfCircle,
~matrix,
~color=strokeColor,
~width=strokeWidth,
~project=false,
env
);
drawLineWithMatrix(
~p1=stopPt,
~p2=centerOfCircle,
~matrix,
~color=strokeColor,
~width=strokeWidth,
~project=false,
env
);
drawEllipse(
env,
centerOfCircle,
halfStrokeWidth,
halfStrokeWidth,
matrix,
strokeColor
);
} else {
drawLineWithMatrix(
~p1=startPt,
~p2=stopPt,
~matrix,
~color=strokeColor,
~width=strokeWidth,
~project=false,
env
);
};
drawEllipse(
env,
startPt,
halfStrokeWidth,
halfStrokeWidth,
matrix,
strokeColor
);
drawEllipse(
env,
stopPt,
halfStrokeWidth,
halfStrokeWidth,
matrix,
strokeColor
);
};
};
let loadImage = (env: glEnv, filename, isPixel) : imageT => {
let imageRef = {glData: None, drawnTo: false};
Gl.loadImage(
~filename,
~loadOption=Gl.LoadRGBA,
~callback=
imageData =>
switch imageData {
| None => failwith("Could not load image '" ++ filename ++ "'.") /* TODO: handle this better? */
| Some(img) =>
let context = env.gl;
let texture = Gl.createTexture(~context);
let height = Gl.getImageHeight(img);
let width = Gl.getImageWidth(img);
let filter = isPixel ? Constants.nearest : Constants.linear;
imageRef.glData = Some({texture, height, width, framebuffer: None});
Gl.bindTexture(~context, ~target=Constants.texture_2d, ~texture);
Gl.texImage2DWithImage(
~context,
~target=Constants.texture_2d,
~level=0,
~image=img
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_mag_filter,
~param=filter
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_min_filter,
~param=filter
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_wrap_s,
~param=Constants.clamp_to_edge
);
Gl.texParameteri(
~context,
~target=Constants.texture_2d,
~pname=Constants.texture_wrap_t,
~param=Constants.clamp_to_edge
);
},
()
);
imageRef;
};
let loadImageFromMemory = (env: glEnv, data, isPixel) : imageT => {
let imageRef = {glData: None, drawnTo: false};
Gl.loadImageFromMemory(
~data,
~loadOption=Gl.LoadRGBA,
~callback=
imageData =>
switch imageData {
| None => failwith("Could not load image") /* TODO: handle this better? */
| Some(img) =>
let env = env;
let texture = Gl.createTexture(~context=env.gl);
let height = Gl.getImageHeight(img);
let width = Gl.getImageWidth(img);
let filter = isPixel ? Constants.nearest : Constants.linear;
imageRef.glData = Some({texture, height, width, framebuffer: None});
Gl.bindTexture(
~context=env.gl,
~target=Constants.texture_2d,
~texture
);
Gl.texImage2DWithImage(
~context=env.gl,
~target=Constants.texture_2d,
~level=0,
~image=img
);
Gl.texParameteri(
~context=env.gl,
~target=Constants.texture_2d,
~pname=Constants.texture_mag_filter,
~param=filter
);
Gl.texParameteri(
~context=env.gl,
~target=Constants.texture_2d,
~pname=Constants.texture_min_filter,
~param=filter
);
Gl.texParameteri(
~context=env.gl,
~target=Constants.texture_2d,
~pname=Constants.texture_wrap_s,
~param=Constants.clamp_to_edge
);
Gl.texParameteri(
~context=env.gl,
~target=Constants.texture_2d,
~pname=Constants.texture_wrap_t,
~param=Constants.clamp_to_edge
);
},
()
);
imageRef;
};
let drawImage =
(
{width: imgw, height: imgh, texture},
~p1 as (x1, y1),
~p2 as (x2, y2),
~p3 as (x3, y3),
~p4 as (x4, y4),
~subx,
~suby,
~subw,
~subh,
env
) => {
let {r, g, b, a} =
switch env.style.tintColor {
| Some(c) => c
| None => {r: 1., g: 1., b: 1., a: 1.}
};
maybeFlushBatch(~texture=Some(texture), ~vert=32, ~el=6, env);
let (fsubx, fsuby, fsubw, fsubh) = (
float_of_int(subx) /. float_of_int(imgw),
float_of_int(suby) /. float_of_int(imgh),
float_of_int(subw) /. float_of_int(imgw),
float_of_int(subh) /. float_of_int(imgh)
);
let set = Gl.Bigarray.set;
let ii = env.batch.vertexPtr;
let vertexArray = env.batch.vertexArray;
set(vertexArray, ii + 0, x1);
set(vertexArray, ii + 1, y1);
set(vertexArray, ii + 2, r);
set(vertexArray, ii + 3, g);
set(vertexArray, ii + 4, b);
set(vertexArray, ii + 5, a);
set(vertexArray, ii + 6, fsubx +. fsubw);
set(vertexArray, ii + 7, fsuby +. fsubh);
set(vertexArray, ii + 8, x2);
set(vertexArray, ii + 9, y2);
set(vertexArray, ii + 10, r);
set(vertexArray, ii + 11, g);
set(vertexArray, ii + 12, b);
set(vertexArray, ii + 13, a);
set(vertexArray, ii + 14, fsubx);
set(vertexArray, ii + 15, fsuby +. fsubh);
set(vertexArray, ii + 16, x3);
set(vertexArray, ii + 17, y3);
set(vertexArray, ii + 18, r);
set(vertexArray, ii + 19, g);
set(vertexArray, ii + 20, b);
set(vertexArray, ii + 21, a);
set(vertexArray, ii + 22, fsubx +. fsubw);
set(vertexArray, ii + 23, fsuby);
set(vertexArray, ii + 24, x4);
set(vertexArray, ii + 25, y4);
set(vertexArray, ii + 26, r);
set(vertexArray, ii + 27, g);
set(vertexArray, ii + 28, b);
set(vertexArray, ii + 29, a);
set(vertexArray, ii + 30, fsubx);
set(vertexArray, ii + 31, fsuby);
let jj = env.batch.elementPtr;
let elementArray = env.batch.elementArray;
set(elementArray, jj, ii / vertexSize);
set(elementArray, jj + 1, ii / vertexSize + 1);
set(elementArray, jj + 2, ii / vertexSize + 2);
set(elementArray, jj + 3, ii / vertexSize + 1);
set(elementArray, jj + 4, ii / vertexSize + 2);
set(elementArray, jj + 5, ii / vertexSize + 3);
env.batch.vertexPtr = ii + 4 * vertexSize;
env.batch.elementPtr = jj + 6;
env.batch.currTex = Some(texture);
};
let drawImageWithMatrixf =
(image, ~x, ~y, ~width, ~height, ~subx, ~suby, ~subw, ~subh, env) => {
let transform = Matrix.matptmul(env.matrix);
let p1 = transform((x +. width, y +. height));
let p2 = transform((x, y +. height));
let p3 = transform((x +. width, y));
let p4 = transform((x, y));
drawImage(image, ~p1, ~p2, ~p3, ~p4, ~subx, ~suby, ~subw, ~subh, env);
};
let drawImageWithMatrix =
(image, ~x, ~y, ~width, ~height, ~subx, ~suby, ~subw, ~subh, env) => {
drawImageWithMatrixf(image, ~x=float_of_int(x), ~y=float_of_int(y), ~width=float_of_int(width), ~height=float_of_int(height), ~subx, ~suby, ~subw, ~subh, env)
};
/*** Recomputes matrices while resetting size of window */
let resetSize = (env, width, height) => {
env.size.width = width;
env.size.height = height;
let (pixelWidth, pixelHeight) =
Gl.Window.(getPixelWidth(env.window), getPixelHeight(env.window));
Gl.viewport(