vulkan-tutorial/src/Init.hs

155 lines
4.6 KiB
Haskell

{-# 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
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
import GraphicsPipeline
import Framebuffers
import CommandBuffer
import Memory
import Types
import Mesh
initEngine
:: (MonadResource m, MonadFail m)
=> m 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
)
-- initialize vúlkan data structures
initVulkan window
initVulkan
:: (MonadResource m, MonadFail m)
=> SDL.Window
-> m EngineData
initVulkan window = do
vulkanInstance <- createInstance window
(_, vulkanSurface) <- allocate
(Khr.SurfaceKHR <$>
SDL.vkCreateSurface window (castPtr (Vk.instanceHandle vulkanInstance))
)
(\vulkanSurface -> do
putStrLn "destroying surface"
Khr.destroySurfaceKHR vulkanInstance vulkanSurface Nothing
)
vulkanPhysicalDevice <- pickPhysicalDevice vulkanInstance
(vulkanLogicalDevice, surfaceFormats) <- createLogicalDevice vulkanPhysicalDevice vulkanSurface
allocator <- initAllocator vulkanPhysicalDevice vulkanLogicalDevice vulkanInstance
mesh <- uploadMesh loadMeshes allocator
maskMesh <- loadFromObj "./assets/cat_mask_scaled.obj" allocator
dimensions <- liftIO $ SDL.windowInitialSize <$> SDL.getWindowConfig window
(swapchain, surfaceFormat) <-
createSwapchain vulkanSurface surfaceFormats dimensions vulkanLogicalDevice
imageViews <- getImageViewHandles swapchain surfaceFormat vulkanLogicalDevice
redVertexShader <- loadShader vulkanLogicalDevice "shadersrc/red.vert" "vert"
redFragmentShader <- loadShader vulkanLogicalDevice "shadersrc/red.frag" "frag"
rainbowVertexShader <- loadShader vulkanLogicalDevice "shadersrc/rainbow.vert" "vert"
rainbowFragmentShader <- loadShader vulkanLogicalDevice "shadersrc/rainbow.frag" "frag"
meshVertexShader <- loadShader vulkanLogicalDevice "shadersrc/mesh.vert" "vert"
meshFragmentShader <- loadShader vulkanLogicalDevice "shadersrc/rainbow.frag" "frag"
renderPass <- createRenderPass vulkanLogicalDevice (Khr.format surfaceFormat)
pipelineLayout <- createPipelineLayout vulkanLogicalDevice
meshLayout <- createMeshPipelineLayout vulkanLogicalDevice
let redContainer = ShaderContainer (Just redVertexShader) (Just redFragmentShader)
rainbowContainer = ShaderContainer (Just rainbowVertexShader) (Just rainbowFragmentShader)
meshContainer = ShaderContainer (Just meshVertexShader) (Just meshFragmentShader)
redPipelines <-
createGraphicsPipelines
vulkanLogicalDevice
renderPass
redContainer
dimensions
(length imageViews)
pipelineLayout
rainbowPipelines <-
createGraphicsPipelines
vulkanLogicalDevice
renderPass
rainbowContainer
dimensions
(length imageViews)
pipelineLayout
meshPipelines <-
createGraphicsPipelines
vulkanLogicalDevice
renderPass
meshContainer
dimensions
(length imageViews)
meshLayout
frameBuffers <- createFramebuffer vulkanLogicalDevice renderPass imageViews dimensions
(commandPool, graphicsQueue) <- createCommandPool vulkanPhysicalDevice vulkanLogicalDevice
commandBuffer <- createCommandBuffer vulkanLogicalDevice commandPool (length frameBuffers)
(imageAvailableSemaphore, renderFinishedSemaphore, inFlightFence) <-
createSyncObjects vulkanLogicalDevice
return $ EngineData
window
dimensions
vulkanPhysicalDevice
vulkanLogicalDevice
vulkanInstance
swapchain
graphicsQueue
commandBuffer
frameBuffers
meshLayout
redPipelines
rainbowPipelines
meshPipelines
renderPass
inFlightFence
imageAvailableSemaphore
renderFinishedSemaphore
maskMesh
maskMesh
allocator