{-# LANGUAGE OverloadedLists #-} module Render.Font.EvanwSdf.Pipeline ( Pipeline , allocate ) where import RIO import Control.Monad.Trans.Resource (ResourceT) import Data.Tagged (Tagged(..)) import Vulkan.Core10 qualified as Vk import Vulkan.Zero (Zero(..)) import Engine.Vulkan.Pipeline (Config(..)) import Engine.Vulkan.Pipeline qualified as Pipeline import Engine.Vulkan.Types (HasVulkan, HasRenderPass(..), DsBindings) import Render.Code (compileVert, compileFrag, glsl) import Render.DescSets.Set0 (Scene) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2) import Render.Font.EvanwSdf.Model qualified as Model type Pipeline = Pipeline.Pipeline '[Scene] () Model.InstanceAttrs allocate :: ( HasVulkan env , HasRenderPass renderpass ) => Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate :: SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate SampleCountFlagBits multisample (Tagged DsBindings set0) = do ((ReleaseKey, Pipeline) -> Pipeline) -> ResourceT (RIO env) (ReleaseKey, Pipeline) -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b fmap (ReleaseKey, Pipeline) -> Pipeline forall a b. (a, b) -> b snd (ResourceT (RIO env) (ReleaseKey, Pipeline) -> ResourceT (RIO env) Pipeline) -> (renderpass -> ResourceT (RIO env) (ReleaseKey, Pipeline)) -> renderpass -> ResourceT (RIO env) Pipeline forall b c a. (b -> c) -> (a -> b) -> a -> c . Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] () InstanceAttrs -> renderpass -> ResourceT (RIO env) (ReleaseKey, Pipeline) forall env (m :: * -> *) renderpass (dsl :: [*]) vertices instances. (MonadVulkan env m, MonadResource m, HasRenderPass renderpass, HasCallStack) => Maybe Extent2D -> SampleCountFlagBits -> Config dsl vertices instances -> renderpass -> m (ReleaseKey, Pipeline dsl vertices instances) Pipeline.allocate Maybe Extent2D forall a. Maybe a Nothing SampleCountFlagBits multisample Config Any Any Any forall a. Zero a => a zero { $sel:cVertexCode:Config :: Maybe ByteString cVertexCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString vertCode , $sel:cFragmentCode:Config :: Maybe ByteString cFragmentCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString fragCode , $sel:cDescLayouts:Config :: Tagged '[Scene] [DsBindings] cDescLayouts = [DsBindings] -> Tagged '[Scene] [DsBindings] forall k (s :: k) b. b -> Tagged s b Tagged @'[Scene] [DsBindings Item [DsBindings] set0] , $sel:cVertexInput:Config :: SomeStruct PipelineVertexInputStateCreateInfo cVertexInput = SomeStruct PipelineVertexInputStateCreateInfo vertexInput , $sel:cDepthTest:Config :: Bool cDepthTest = Bool False , $sel:cDepthWrite:Config :: Bool cDepthWrite = Bool False , $sel:cBlend:Config :: Bool cBlend = Bool True , $sel:cCull:Config :: CullModeFlagBits cCull = CullModeFlagBits Vk.CULL_MODE_NONE } where vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo vertexInput = [(VertexInputRate, [Format])] -> SomeStruct PipelineVertexInputStateCreateInfo Pipeline.vertexInput [ (VertexInputRate Vk.VERTEX_INPUT_RATE_INSTANCE, [Format] Model.vkInstanceAttrs) ] vertCode :: ByteString vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} layout(location = 0) in vec4 iVert; layout(location = 1) in vec4 iFrag; layout(location = 2) in vec4 iColor; layout(location = 3) in vec4 iOutlineColor; layout(location = 4) in ivec2 iTextureIds; layout(location = 5) in vec2 iSdf; layout(location = 0) out vec2 fTexCoord; layout(location = 1) flat out vec4 fColor; layout(location = 2) flat out vec4 fOutlineColor; layout(location = 3) flat out ivec2 fTextureIds; layout(location = 4) flat out vec2 fSdf; vec2 positions[6] = vec2[]( vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5), vec2(0.5, 0.5) ); vec2 texCoords[6] = vec2[]( vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(0.0, 1.0), vec2(1.0, 0.0) ); void main() { vec2 pos = positions[gl_VertexIndex]; gl_Position = scene.projection * scene.view // TODO: * iModel * vec4(iVert.xy + pos * iVert.zw, 0, 1.0); vec2 uv = texCoords[gl_VertexIndex]; fTexCoord = iFrag.xy + uv * iFrag.zw; fColor = iColor; fOutlineColor = iOutlineColor; fTextureIds = iTextureIds; fSdf = iSdf; } |]) fragCode :: ByteString fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable ${set0binding1} ${set0binding2} layout(location = 0) in vec2 fTexCoord; layout(location = 1) flat in vec4 fColor; layout(location = 2) flat in vec4 fOutlineColor; layout(location = 3) flat in ivec2 fTextureIds; layout(location = 4) flat in vec2 fSdf; layout(location = 0) out vec4 outColor; void main() { float sdf = texture( sampler2D( textures[nonuniformEXT(fTextureIds.t)], samplers[nonuniformEXT(fTextureIds.s)] ), fTexCoord ).r; float smoothing = fSdf[0]; float outlineWidth = fSdf[1]; float outerEdgeCenter = 0.5 - outlineWidth; float alpha = smoothstep( outerEdgeCenter - smoothing, outerEdgeCenter + smoothing, sdf ); float border = smoothstep( 0.5 - smoothing, 0.5 + smoothing, sdf ); outColor = mix(fOutlineColor, fColor, border); outColor *= alpha; } |])