module Render.Unlit.Colored.Pipeline ( Pipeline , allocate , allocateWireframe , Config , config , configWireframe ) 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, vertexPos, instanceTransform) import Render.DescSets.Set0.Code (set0binding0) import Render.Unlit.Colored.Model qualified as Model type Config = Pipeline.Configure Pipeline () type Pipeline = Pipeline.Pipeline '[Scene] Model.VertexAttrs Model.InstanceAttrs allocate :: ( HasVulkan env , HasRenderPass renderpass ) => Bool -> Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => Bool -> SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate Bool useDepth SampleCountFlagBits multisample Tagged Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs InstanceAttrs () -> 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 (Bool -> Tagged Scene DsBindings -> Config config Bool useDepth Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p allocateWireframe :: ( HasVulkan env , HasRenderPass renderpass ) => Bool -> Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateWireframe :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => Bool -> SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateWireframe Bool useDepth SampleCountFlagBits multisample Tagged Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs InstanceAttrs () -> 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 (Bool -> Tagged Scene DsBindings -> Config configWireframe Bool useDepth Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p config :: Bool -> Tagged Scene DsBindings -> Config config :: Bool -> Tagged Scene DsBindings -> Config config Bool useDepth (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 = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString fragCode , $sel:cBlend:Config :: Bool Pipeline.cBlend = Bool True , $sel:cDepthTest:Config :: Bool Pipeline.cDepthTest = Bool useDepth , $sel:cDepthWrite:Config :: Bool Pipeline.cDepthWrite = Bool useDepth } where vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo vertexInput = [(VertexInputRate, [Format])] -> SomeStruct PipelineVertexInputStateCreateInfo Pipeline.vertexInput [ (VertexInputRate, [Format]) vertexPos , (VertexInputRate Vk.VERTEX_INPUT_RATE_VERTEX, [Format] Model.vkVertexAttrs) , (VertexInputRate, [Format]) instanceTransform ] configWireframe :: Bool -> Tagged Scene DsBindings -> Config configWireframe :: Bool -> Tagged Scene DsBindings -> Config configWireframe Bool useDepth Tagged Scene DsBindings tset0 = (Bool -> Tagged Scene DsBindings -> Config config Bool useDepth Tagged Scene DsBindings tset0) { $sel:cTopology:Config :: PrimitiveTopology Pipeline.cTopology = PrimitiveTopology Vk.PRIMITIVE_TOPOLOGY_LINE_LIST } vertCode :: ByteString vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} layout(location = 0) in vec3 vPosition; layout(location = 1) in vec4 vColor; layout(location = 2) 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; fColor = vColor; fColor.rgb * fColor.a; } |]) fragCode :: ByteString fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec4 fragColor; layout(location = 0) out vec4 outColor; void main() { outColor = fragColor; } |])