module Render.Debug.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 qualified as Pipeline import Engine.Vulkan.Types (HasVulkan, HasRenderPass(..), DsBindings) import Render.Code (compileVert, compileFrag, glsl) import Render.Debug.Model qualified as Model import Render.DescSets.Set0 (Scene, vertexPos, instanceTransform) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2, set0binding3, set0binding5color) 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 multisample (Tagged set0) rp = do (_, p) <- Pipeline.allocate Nothing multisample (zero { Pipeline.cDescLayouts = Tagged @'[Scene] [set0] , Pipeline.cVertexCode = Just vertCode , Pipeline.cVertexInput = vertexInput , Pipeline.cFragmentCode = Just fragCode }) rp pure p where vertexInput = Pipeline.vertexInput [ vertexPos -- vPosition , (Vk.VERTEX_INPUT_RATE_VERTEX, Model.vkVertexAttrs) , (Vk.VERTEX_INPUT_RATE_INSTANCE, Model.vkInstanceTexture) , instanceTransform ] vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} // vertexPos layout(location = 0) in vec3 vPosition; // vertexAttrs layout(location = 1) in vec2 vTexCoord; // textureParams layout(location = 2) in vec4 iTextureScaleOffset; layout(location = 3) in vec4 iTextureGamma; layout(location = 4) in ivec2 iTextureIds; // transformMat layout(location = 5) in mat4 iModel; layout(location = 0) out vec2 fTexCoord; layout(location = 1) flat out vec4 fTextureGamma; layout(location = 2) flat out ivec2 fTextureIds; void main() { gl_Position = scene.projection * scene.view * iModel * vec4(vPosition, 1.0); fTexCoord = vTexCoord * iTextureScaleOffset.st + iTextureScaleOffset.pq; fTextureGamma = iTextureGamma; fTextureIds = iTextureIds; } |]) fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable ${set0binding1} ${set0binding2} ${set0binding3} ${set0binding5color} layout(location = 0) in vec2 fTexCoord; layout(location = 1) flat in vec4 fTextureGamma; layout(location = 2) flat in ivec2 fTextureIds; layout(location = 0) out vec4 oColor; const int mode = 1; void main() { vec4 texel = vec4(0); switch(mode) { case 0: texel = vec4(fTexCoord, 0, 1); break; case 1: if ((fTextureIds.t < 0) || (fTextureIds.s < 0)) break; texel = texture( sampler2D( textures[nonuniformEXT(fTextureIds.t)], samplers[nonuniformEXT(fTextureIds.s)] ), fTexCoord ); break; case 2: float d0 = texture( shadowmaps, vec3(fTexCoord, 0.0) ).x; float d1 = texture( shadowmaps, vec3(fTexCoord, 1.0) ).x; texel = vec4(1-d0, 0, 1-d1, 1.0); break; default: break; } vec3 color = pow(texel.rgb, fTextureGamma.rgb); float combinedAlpha = texel.a * fTextureGamma.a; // XXX: premultiply alpha due to additive blending oColor = vec4(color * combinedAlpha, combinedAlpha); } |])