vulkan-tutorial/src/Init.hs

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{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE DuplicateRecordFields #-}
{-# LANGUAGE DataKinds #-}
module Init where
import Control.Monad
import Control.Monad.IO.Class
import Control.Monad.Trans.Resource
import qualified SDL hiding (V2)
import qualified SDL.Video.Vulkan as SDL
import Foreign.Ptr
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import qualified Vulkan.Core10 as Vk
import qualified Vulkan.Extensions.VK_KHR_swapchain as Khr
import qualified Vulkan.Extensions.VK_KHR_surface as Khr
-- internal imports
import Instance
import Devices
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import GraphicsPipeline
import Framebuffers
import CommandBuffer
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import Memory
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import Types
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import Mesh
initEngine
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:: Render EngineData
initEngine = do
-- initialize SDL2 with all subsystems
void $ allocate_
SDL.initializeAll
(do
putStrLn "This is the end!"
SDL.quit
)
-- create a window configuration
let windowConfig = SDL.defaultWindow
{ SDL.windowGraphicsContext = SDL.VulkanContext -- enable Vulkan support
}
-- load vulkan library
SDL.vkLoadLibrary Nothing
-- create the window
(_, window) <-
allocate
(SDL.createWindow "Haskell ❤️ Vulkan" windowConfig)
(\window -> do
liftIO $ putStrLn "destroying window"
SDL.destroyWindow window
)
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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
-> Render EngineData
initVulkan window = do
vulkanInstance <- createInstance window
(_, vulkanSurface) <- allocate
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(Khr.SurfaceKHR <$>
SDL.vkCreateSurface window (castPtr (Vk.instanceHandle vulkanInstance))
)
(\vulkanSurface -> do
putStrLn "destroying surface"
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Khr.destroySurfaceKHR vulkanInstance vulkanSurface Nothing
)
vulkanPhysicalDevice <- pickPhysicalDevice vulkanInstance
(vulkanLogicalDevice, surfaceFormats) <- createLogicalDevice vulkanPhysicalDevice vulkanSurface
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allocator <- initAllocator vulkanPhysicalDevice vulkanLogicalDevice vulkanInstance
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maskMesh <- loadFromObj "./assets/cat_mask_cyberpunk.obj" allocator
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dimensions <- liftIO $ SDL.windowInitialSize <$> SDL.getWindowConfig window
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(swapchain, surfaceFormat, depthImageView, depthAllocatedImage) <-
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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meshPipelines <-
createGraphicsPipelines
vulkanLogicalDevice
renderPass
meshContainer
dimensions
(length imageViews)
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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) <-
createSyncObjects vulkanLogicalDevice
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return $ EngineData
window
dimensions
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vulkanPhysicalDevice
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vulkanLogicalDevice
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vulkanInstance
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swapchain
graphicsQueue
commandBuffer
frameBuffers
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meshLayout
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meshPipelines
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renderPass
inFlightFence
imageAvailableSemaphore
renderFinishedSemaphore
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maskMesh
maskMesh
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allocator
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depthImageView
depthAllocatedImage
Vk.FORMAT_D32_SFLOAT