module Render.Lit.Colored.Pipeline ( Pipeline , allocate , allocateBlend ) 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 qualified as Pipeline import Engine.Vulkan.Types (HasVulkan, HasRenderPass(..), DsBindings) import Render.Code (compileVert, compileFrag, glsl) import Render.Code.Lit (litMain, structLight, shadowFuns, brdfSpecular) import Render.DescSets.Set0 (Scene, vertexPos, instanceTransform) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2, set0binding3, set0binding4, set0binding5) import Render.Lit.Colored.Model qualified as Model type Config = Pipeline.Config '[Scene] Model.VertexAttrs Model.InstanceAttrs type Pipeline = Pipeline.Pipeline '[Scene] Model.VertexAttrs 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 Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs 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 (Tagged Scene DsBindings -> Config '[Scene] VertexAttrs InstanceAttrs config Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p allocateBlend :: ( HasVulkan env , HasRenderPass renderpass ) => Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateBlend :: SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateBlend SampleCountFlagBits multisample Tagged Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs 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 (Tagged Scene DsBindings -> Config '[Scene] VertexAttrs InstanceAttrs configBlend Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p config :: Tagged Scene DsBindings -> Config config :: Tagged Scene DsBindings -> Config '[Scene] VertexAttrs InstanceAttrs config (Tagged DsBindings set0) = Config Any Any Any forall a. Zero a => a zero { $sel:cDescLayouts:Config :: Tagged '[Scene] [DsBindings] Pipeline.cDescLayouts = [DsBindings] -> Tagged '[Scene] [DsBindings] forall k (s :: k) b. b -> Tagged s b Tagged @'[Scene] [DsBindings set0] , $sel:cVertexCode:Config :: Maybe ByteString Pipeline.cVertexCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString vertCode , $sel:cVertexInput:Config :: SomeStruct PipelineVertexInputStateCreateInfo Pipeline.cVertexInput = SomeStruct PipelineVertexInputStateCreateInfo vertexInput , $sel:cFragmentCode:Config :: Maybe ByteString Pipeline.cFragmentCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString fragCode } where vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo vertexInput = [(VertexInputRate, [Format])] -> SomeStruct PipelineVertexInputStateCreateInfo Pipeline.vertexInput [ (VertexInputRate, [Format]) vertexPos , (VertexInputRate Vk.VERTEX_INPUT_RATE_VERTEX, [Format] Model.vkVertexAttrs) , (VertexInputRate, [Format]) instanceTransform ] configBlend :: Tagged Scene DsBindings -> Config configBlend :: Tagged Scene DsBindings -> Config '[Scene] VertexAttrs InstanceAttrs configBlend Tagged Scene DsBindings tset0 = (Tagged Scene DsBindings -> Config '[Scene] VertexAttrs InstanceAttrs config Tagged Scene DsBindings tset0) { $sel:cBlend:Config :: Bool Pipeline.cBlend = Bool True } vertCode :: ByteString vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} layout(location = 0) in vec3 vPosition; layout(location = 1) in vec4 vBaseColor; layout(location = 2) in vec4 vEmissiveColor; layout(location = 3) in vec2 vMetallicRoughness; layout(location = 4) in vec3 vNormal; layout(location = 5) in mat4 iModel; layout(location = 0) out vec4 fPosition; layout(location = 1) out vec4 fColor; layout(location = 2) out vec4 fEmissiveColor; layout(location = 3) out vec2 fMetallicRoughness; layout(location = 4) out vec3 fNormal; void main() { fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; fNormal = transpose(mat3(inverse(iModel))) * vNormal; // TODO: use modelInv fColor = vBaseColor; fColor.rgb *= vBaseColor.a; fEmissiveColor = vEmissiveColor; fMetallicRoughness = vMetallicRoughness; } |]) fragCode :: ByteString fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable // TODO: move to spec constant const uint MAX_LIGHTS = 255; const float PCF_STEP = 1.5 / 4096; // TODO: move to material const float reflectivity = 1.0/256.0; ${structLight} ${set0binding0} ${set0binding1} ${set0binding2} ${set0binding3} ${set0binding4} ${set0binding5} layout(location = 0) in vec4 fPosition; layout(location = 1) in vec4 fColor; layout(location = 2) in vec4 fEmissiveColor; layout(location = 3) in vec2 fMetallicRoughness; layout(location = 4) in vec3 fNormal; layout(location = 0) out vec4 oColor; ${shadowFuns} ${brdfSpecular} void main() { vec4 baseColor = fColor; // XXX: assuming premultiplied alpha float metallic = fMetallicRoughness[0]; float roughness = fMetallicRoughness[1]; float nonOcclusion = 1.0; vec3 normal = normalize(fNormal); ${litMain} oColor.rgb += pow(fEmissiveColor.rgb, vec3(2.2)); } |])