2022-07-10 23:58:58 +00:00
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE DuplicateRecordFields #-}
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{-# LANGUAGE DataKinds #-}
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2023-01-05 22:07:21 +00:00
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{-# LANGUAGE FlexibleContexts #-}
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2022-07-10 23:58:58 +00:00
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module Init where
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2023-01-05 22:07:21 +00:00
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import qualified Control.Concurrent.STM as STM
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import Control.Monad
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import Control.Monad.IO.Class
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import Control.Monad.Reader
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import Control.Monad.Trans.Resource
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import qualified Data.Vector as V
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import qualified SDL hiding (V2)
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import qualified SDL.Video.Vulkan as SDL
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import Foreign.Ptr
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import Linear as L
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import qualified Vulkan.Core10 as Vk
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import qualified Vulkan.Extensions.VK_KHR_swapchain as Khr
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import qualified Vulkan.Extensions.VK_KHR_surface as Khr
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-- internal imports
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import Instance
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import Devices
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import GraphicsPipeline
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import Framebuffers
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import CommandBuffer
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import Memory
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import Types
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import Mesh
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initEngine
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:: Render EngineData
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initEngine = do
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-- initialize SDL2 with all subsystems
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void $ allocate_
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SDL.initializeAll
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(do
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putStrLn "This is the end!"
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SDL.quit
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)
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-- create a window configuration
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let windowConfig = SDL.defaultWindow
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{ SDL.windowGraphicsContext = SDL.VulkanContext -- enable Vulkan support
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}
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-- load vulkan library
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SDL.vkLoadLibrary Nothing
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-- create the window
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(_, window) <-
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allocate
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(SDL.createWindow "Haskell ❤️ Vulkan" windowConfig)
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(\window -> do
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liftIO $ putStrLn "destroying window"
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SDL.destroyWindow window
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)
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2022-12-02 15:58:43 +00:00
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-- initialize vúlkan data structures
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initVulkan window
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initVulkan
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:: SDL.Window
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-> Render EngineData
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initVulkan window = do
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vulkanInstance <- createInstance window
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(_, vulkanSurface) <- allocate
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(Khr.SurfaceKHR <$>
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SDL.vkCreateSurface window (castPtr (Vk.instanceHandle vulkanInstance))
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)
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(\vulkanSurface -> do
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putStrLn "destroying surface"
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Khr.destroySurfaceKHR vulkanInstance vulkanSurface Nothing
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)
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vulkanPhysicalDevice <- pickPhysicalDevice vulkanInstance
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(vulkanLogicalDevice, surfaceFormats) <- createLogicalDevice vulkanPhysicalDevice vulkanSurface
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allocator <- initAllocator vulkanPhysicalDevice vulkanLogicalDevice vulkanInstance
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dimensions <- liftIO $ SDL.windowInitialSize <$> SDL.getWindowConfig window
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(swapchain, surfaceFormat, depthImageView, depthAllocatedImage) <-
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createSwapchain vulkanSurface surfaceFormats dimensions vulkanLogicalDevice allocator
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imageViews <- getImageViewHandles swapchain surfaceFormat vulkanLogicalDevice
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meshVertexShader <- loadShader vulkanLogicalDevice "shadersrc/mesh.vert" "vert"
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meshFragmentShader <- loadShader vulkanLogicalDevice "shadersrc/rainbow.frag" "frag"
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renderPass <- createRenderPass vulkanLogicalDevice (Khr.format surfaceFormat) Vk.FORMAT_D32_SFLOAT
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meshLayout <- createMeshPipelineLayout vulkanLogicalDevice
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let meshContainer = ShaderContainer (Just meshVertexShader) (Just meshFragmentShader)
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createGraphicsPipelines
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vulkanLogicalDevice
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renderPass
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meshContainer
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dimensions
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meshLayout
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(Just (createDepthStencilStateCreateInfo True True Vk.COMPARE_OP_LESS_OR_EQUAL))
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frameBuffers <- createFramebuffer vulkanLogicalDevice renderPass imageViews depthImageView dimensions
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(commandPool, graphicsQueue) <- createCommandPool vulkanPhysicalDevice vulkanLogicalDevice
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commandBuffer <- createCommandBuffer vulkanLogicalDevice commandPool (length frameBuffers)
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(imageAvailableSemaphore, renderFinishedSemaphore, inFlightFence) <-
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createSyncObjects vulkanLogicalDevice
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loadMeshes allocator
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initScene
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return $ EngineData
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window
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dimensions
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vulkanPhysicalDevice
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vulkanLogicalDevice
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vulkanInstance
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swapchain
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graphicsQueue
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commandBuffer
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frameBuffers
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meshLayout
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renderPass
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inFlightFence
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imageAvailableSemaphore
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renderFinishedSemaphore
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allocator
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depthImageView
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depthAllocatedImage
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Vk.FORMAT_D32_SFLOAT
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initScene :: (MonadReader ReadState m, MonadIO m) => m ()
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initScene = do
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let mask = RenderObject
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{ objectMesh = "mask"
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, objectMaterial = "defaultMesh"
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, objectMatrix = identity
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}
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renderableContainer <- asks renderables
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renderableVector <- liftIO $ STM.atomically $ STM.readTMVar renderableContainer
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void $ liftIO $ STM.atomically $ STM.swapTMVar renderableContainer $
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renderableVector `V.snoc` mask
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