{-# 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 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 :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => 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 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 Config '[] Any Any () forall vertices instances. Config '[] vertices instances () Pipeline.baseConfig { $sel:cVertexCode:Config :: Maybe ByteString Pipeline.cVertexCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString vertCode , $sel:cFragmentCode:Config :: Maybe ByteString Pipeline.cFragmentCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString fragCode , $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 Item [DsBindings] set0] , $sel:cCull:Config :: CullModeFlagBits Pipeline.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[3] // XXX: linear ), fragUVW ); } } |])