{-# LANGUAGE OverloadedLists #-} module Render.Skybox.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, set0binding3) type Pipeline = Pipeline.Pipeline '[Scene] () () 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] () () -> 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:cCull:Config :: CullModeFlagBits cCull = CullModeFlagBits Vk.CULL_MODE_NONE } vertCode :: ByteString vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} layout(location = 0) out vec3 fragUVW; float farZ = 0.9999; // 1 - 1e-7; void main() { vec4 pos = vec4(0.0); switch(gl_VertexIndex) { case 0: pos = vec4(-1.0, 3.0, farZ, 1.0); break; case 1: pos = vec4(-1.0, -1.0, farZ, 1.0); break; // XXX: swapped with 2. culling? case 2: pos = vec4( 3.0, -1.0, farZ, 1.0); break; } vec3 unProjected = (scene.invProjection * pos).xyz; unProjected *= -1; fragUVW = mat3(scene.invView) * unProjected; gl_Position = pos; } |]) fragCode :: ByteString fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable ${set0binding0} ${set0binding1} ${set0binding3} layout(location = 0) in vec3 fragUVW; layout(location = 0) out vec4 outColor; void main() { if (scene.envCubeId > -1) { outColor = texture( samplerCube( cubes[nonuniformEXT(scene.envCubeId)], samplers[2] // XXX: linear/mip0/repeat ), fragUVW ); } } |])