module Render.Lit.Material.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.DescSets.Set0 (Scene, vertexPos, instanceTransform) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2, set0binding3, set0binding4, set0binding5, set0binding6) import Render.Code.Lit (litMain, shadowFuns, structLight, structMaterial, brdfSpecular) import Render.Lit.Material.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 multisample tset0 rp = do (_, p) <- Pipeline.allocate Nothing multisample (config tset0) rp pure p allocateBlend :: ( HasVulkan env , HasRenderPass renderpass ) => Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateBlend multisample tset0 rp = do (_, p) <- Pipeline.allocate Nothing multisample (configBlend tset0) rp pure p config :: Tagged Scene DsBindings -> Config config (Tagged set0) = zero { Pipeline.cDescLayouts = Tagged @'[Scene] [set0] , Pipeline.cVertexCode = Just vertCode , Pipeline.cVertexInput = vertexInput , Pipeline.cFragmentCode = Just fragCode } where vertexInput = Pipeline.vertexInput [ vertexPos -- vPosition , (Vk.VERTEX_INPUT_RATE_VERTEX, Model.vkVertexAttrs) , instanceTransform ] configBlend :: Tagged Scene DsBindings -> Config configBlend tset0 = (config tset0) { Pipeline.cBlend = True , Pipeline.cDepthWrite = False } 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 vTexCoord0; layout(location = 2) in vec2 vTexCoord1; layout(location = 3) in vec3 vNormal; layout(location = 4) in vec3 vTangent; layout(location = 5) in uint vMaterial; // transformMat layout(location = 6) in mat4 iModel; layout(location = 0) out vec4 fPosition; layout(location = 1) out vec2 fTexCoord0; layout(location = 2) out vec2 fTexCoord1; layout(location = 3) flat out uint fMaterial; layout(location = 4) out mat3 fTBN; void main() { fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; fTexCoord0 = vTexCoord0; fTexCoord1 = vTexCoord1; vec3 t = normalize(vec3(iModel * vec4(vTangent, 0.0))); vec3 n = normalize(vec3(iModel * vec4(vNormal, 0.0))); vec3 to = normalize(t - dot(t, n) * n); // re-orthogonalize T with respect to N fTBN = mat3(to, cross(n, to), n); fMaterial = vMaterial; } |]) fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable // XXX: copypasta from Lit.Colored // TODO: move to spec constant const uint MAX_LIGHTS = 255; const float PCF_STEP = 1.5 / 4096; const uint MAX_MATERIALS = 2048; ${structLight} ${structMaterial} ${set0binding0} ${set0binding1} ${set0binding2} ${set0binding3} ${set0binding4} // lights ${set0binding5} // shadowmap ${set0binding6} // materials layout(location = 0) in vec4 fPosition; layout(location = 1) in vec2 fTexCoord0; layout(location = 2) in vec2 fTexCoord1; layout(location = 3) flat in uint fMaterial; layout(location = 4) in mat3 fTBN; layout(location = 0) out vec4 oColor; ${shadowFuns} ${brdfSpecular} void main() { Material material = materials[fMaterial]; vec4 baseColor = material.baseColor; float metallic = material.metallicRoughness[0]; float roughness = material.metallicRoughness[1]; float nonOcclusion = 1.0; vec4 emissive = material.emissive; if (material.baseColorTex > -1) { baseColor *= texture( sampler2D( textures[nonuniformEXT(material.baseColorTex)], samplers[0] ), fTexCoord0 ); } if (baseColor.a < material.alphaCutoff) { discard; } baseColor.rgb *= baseColor.a; if (material.metallicRoughnessTex > -1) { vec3 packed = texture( sampler2D( textures[nonuniformEXT(material.metallicRoughnessTex)], samplers[0] ), fTexCoord0 ).rgb; // XXX: assuming sRGB textures, even for AMR packed = pow(packed, vec3(1.0/2.2)); nonOcclusion -= packed.r; metallic *= packed.b; roughness *= packed.g; } // // TODO: combine with MR as channel R. // float occlusion = texture( // sampler2D( // textures[nonuniformEXT(max(0, material.ambientOcclusionTex))], // samplers[0] // ), // fTexCoord0 // ).r; // nonOcclusion -= pow(occlusion, 1.0/2.2); if (material.emissiveTex > -1) { emissive *= texture( sampler2D( textures[nonuniformEXT(material.emissiveTex)], samplers[0] ), fTexCoord0 ); } vec3 normal = fTBN[2]; if (material.normalTex > -1) { vec3 normalsColor = texture( sampler2D( textures[nonuniformEXT(material.normalTex)], samplers[0] ), fTexCoord0 ).rgb; // XXX: convert normal non-colors to linear values from sRGB texture colorspace vec3 normals = pow(normalsColor, vec3(1.0/2.2)) * 2.0 - 1.0; normal = normalize(fTBN * normals); } ${litMain} oColor.rgb += pow(emissive.rgb, vec3(2.2)); } |])