module Render.Unlit.TileMap.Pipeline ( Pipeline , allocate , allocateBlend , Config , config , configBlend ) where import RIO import Render.DescSets.Set0.Code 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.Unlit.TileMap.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) , (Vk.VERTEX_INPUT_RATE_INSTANCE, Model.vkInstanceTileMap) , instanceTransform ] configBlend :: Tagged Scene DsBindings -> Config configBlend tset0 = (config tset0) { Pipeline.cBlend = True , Pipeline.cDepthWrite = False } vertCode :: ByteString vertCode = $(compileVert [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable ${set0binding0} // vertexPos layout(location = 0) in vec3 vPosition; // vertexAttrs layout(location = 1) in vec2 vTexCoord; // tilemapParams layout(location = 2) in ivec4 iTextureIds; // combined: tileset, tileset sampler, map, repeat layout(location = 3) in vec2 iViewOffset; layout(location = 4) in vec2 iViewportSize; layout(location = 5) in vec2 iMapTextureSize; layout(location = 6) in vec2 iTilesetTextureSize; layout(location = 7) in vec2 iTileSize; // transformMat layout(location = 8) in mat4 iModel; layout(location = 0) out vec2 fTexCoord; layout(location = 1) out vec2 fPixCoord; layout(location = 2) flat out ivec4 fTextureIds; layout(location = 3) flat out vec2 fTilesetTextureSize; layout(location = 4) flat out vec2 fTileSize; void main() { vec4 fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; fPixCoord = (vTexCoord * iViewportSize) + iViewOffset; fTexCoord = fPixCoord / iMapTextureSize / iTileSize; fTextureIds = iTextureIds; fTilesetTextureSize = iTilesetTextureSize; fTileSize = iTileSize; } |]) fragCode :: ByteString fragCode = $(compileFrag [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable ${set0binding1} ${set0binding2} layout(location = 0) in vec2 fTexCoord; layout(location = 1) in vec2 fPixCoord; // combined: tileset, tileset sampler, map, repeat layout(location = 2) flat in ivec4 fTextureIds; layout(location = 3) flat in vec2 fTilesetTextureSize; layout(location = 4) flat in vec2 fTileSize; layout(location = 0) out vec4 oColor; int tilesetTextureIx = fTextureIds[0]; int tilesetSamplerIx = fTextureIds[1]; int mapTextureIx = fTextureIds[2]; int repeatTiles = fTextureIds[3]; // TODO // const vec4 fTextureGamma = vec4(1.0); void main() { if (repeatTiles == 0 && (fTexCoord.x < 0.0 || fTexCoord.y < 0.0 || fTexCoord.x > 1.0 || fTexCoord.y > 1.0)) { discard; } vec4 map = texture( sampler2D( textures[nonuniformEXT(mapTextureIx)], samplers[7] // nearest ), fTexCoord ); vec2 spriteOffset = floor(map.xy * 256.0) * fTileSize; vec2 spriteCoord = mod(fPixCoord, fTileSize); vec2 spriteUV = (spriteOffset + spriteCoord) / fTilesetTextureSize; oColor = texture( sampler2D( textures[nonuniformEXT(tilesetTextureIx)], samplers[nonuniformEXT(tilesetSamplerIx)] ), spriteUV ); } |])