module Render.Lit.Colored.Pipeline ( Pipeline , allocate , allocateBlend , Config , config , configBlend ) 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.Code.Lit (litMain, structLight, shadowFuns, brdfSpecular) import Render.DescSets.Set0 (Scene, vertexPos, instanceTransform) import Render.DescSets.Set0.Code (set0binding0, set0binding1, set0binding2, set0binding3, set0binding4, set0binding5) import Render.Lit.Colored.Model qualified as Model type Config = Pipeline.Configure Pipeline () 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) = Pipeline.baseConfig { Pipeline.cDescLayouts = Tagged @'[Scene] [set0] , Pipeline.cVertexCode = Just vertCode , Pipeline.cVertexInput = vertexInput , Pipeline.cFragmentCode = Just fragCode } where vertexInput = Pipeline.vertexInput [ vertexPos , (Vk.VERTEX_INPUT_RATE_VERTEX, Model.vkVertexAttrs) , instanceTransform ] configBlend :: Tagged Scene DsBindings -> Config configBlend tset0 = (config tset0) { Pipeline.cBlend = True } 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 vec4 vBaseColor; layout(location = 2) in vec4 vEmissiveColor; layout(location = 3) in vec2 vMetallicRoughness; layout(location = 4) in vec3 vNormal; layout(location = 5) in mat4 iModel; layout(location = 0) out vec4 fPosition; layout(location = 1) out vec4 fColor; layout(location = 2) out vec4 fEmissiveColor; layout(location = 3) out vec2 fMetallicRoughness; layout(location = 4) out vec3 fNormal; void main() { fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; fNormal = transpose(mat3(inverse(iModel))) * vNormal; // TODO: use modelInv fColor = vBaseColor; fColor.rgb *= vBaseColor.a; fEmissiveColor = vEmissiveColor; fMetallicRoughness = vMetallicRoughness; } |]) fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable layout(early_fragment_tests) in; // TODO: move to spec constant const uint MAX_LIGHTS = 255; const float PCF_STEP = 1.5 / 4096; // TODO: move to material const float reflectivity = 1.0/256.0; ${structLight} ${set0binding0} ${set0binding1} ${set0binding2} ${set0binding3} ${set0binding4} ${set0binding5} layout(location = 0) in vec4 fPosition; layout(location = 1) in vec4 fColor; layout(location = 2) in vec4 fEmissiveColor; layout(location = 3) in vec2 fMetallicRoughness; layout(location = 4) in vec3 fNormal; layout(location = 0) out vec4 oColor; ${shadowFuns} ${brdfSpecular} void main() { vec4 baseColor = fColor; // XXX: assuming premultiplied alpha float metallic = fMetallicRoughness[0]; float roughness = fMetallicRoughness[1]; float nonOcclusion = 1.0; vec3 normal = normalize(fNormal); ${litMain} oColor.rgb += pow(fEmissiveColor.rgb, vec3(2.2)); } |])