module Render.DepthOnly.Pipeline
( Pipeline
, allocate
, Config
, config
) where
import RIO
import Control.Monad.Trans.Resource (ResourceT)
import Data.Tagged (Tagged(..))
import Vulkan.Core10 qualified as Vk
import Geomancy (Transform)
import Engine.Vulkan.Pipeline qualified as Pipeline
import Engine.Vulkan.Types (HasVulkan, HasRenderPass(..), DsBindings)
import Render.Code (compileVert, glsl)
import Render.DescSets.Set0 (Scene, vertexPos, instanceTransform)
import Render.DescSets.Set0.Code (set0binding0)
type Config = Pipeline.Configure Pipeline ()
type Pipeline = Pipeline.Pipeline '[Scene] () Transform
allocate
:: ( HasVulkan env
, HasRenderPass renderpass
)
=> Vk.SampleCountFlagBits
-> Tagged Scene DsBindings
-> renderpass
-> ResourceT (RIO env) Pipeline
allocate :: forall env renderpass.
(HasVulkan env, HasRenderPass renderpass) =>
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] () Transform ()
-> renderpass
-> ResourceT (RIO env) (ReleaseKey, Pipeline)
forall env (m :: * -> *) renderpass spec (dsl :: [*]) vertices
instances.
(MonadVulkan env m, MonadResource m, HasRenderPass renderpass,
Specialization spec, HasCallStack) =>
Maybe Extent2D
-> SampleCountFlagBits
-> Config dsl vertices instances spec
-> renderpass
-> m (ReleaseKey, Pipeline dsl vertices instances)
Pipeline.allocate
Maybe Extent2D
forall a. Maybe a
Nothing
SampleCountFlagBits
multisample
(Tagged Scene DsBindings -> Config
config 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
config (Tagged DsBindings
set0) = Config '[] Any Any ()
forall vertices instances. Config '[] vertices instances ()
Pipeline.baseConfig
{ $sel:cDescLayouts:Config :: Tagged '[Scene] [DsBindings]
Pipeline.cDescLayouts = forall {s :: [*]} {b}. b -> Tagged s b
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 = Maybe ByteString
forall a. Maybe a
Nothing
}
where
vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo
vertexInput = [(VertexInputRate, [Format])]
-> SomeStruct PipelineVertexInputStateCreateInfo
Pipeline.vertexInput
[ (VertexInputRate, [Format])
vertexPos
, (VertexInputRate, [Format])
instanceTransform
]
vertCode :: ByteString
vertCode :: ByteString
vertCode =
$(compileVert [glsl|
#version 450
#extension GL_ARB_separate_shader_objects : enable
invariant gl_Position;
${set0binding0}
layout(location = 0) in vec3 vPosition;
layout(location = 1) in mat4 iModel;
// layout(location = 0) out vec4 fColor;
void main() {
vec4 fPosition = iModel * vec4(vPosition, 1.0);
gl_Position
= scene.projection
* scene.view
* fPosition;
// XXX: needed for alpha cut-outs
// fColor = vColor;
// fColor.rgb * fColor.a;
}
|])