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 :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate SampleCountFlagBits multisample Tagged Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs InstanceAttrs () -> renderpass -> ResourceT (RIO env) (ReleaseKey, Pipeline) forall env (m :: * -> *) renderpass spec (dsl :: [*]) vertices instances. (MonadVulkan env m, MonadResource m, HasRenderPass renderpass, Specialization spec, HasCallStack) => Maybe Extent2D -> SampleCountFlagBits -> Config dsl vertices instances spec -> renderpass -> m (ReleaseKey, Pipeline dsl vertices instances) Pipeline.allocate Maybe Extent2D forall a. Maybe a Nothing SampleCountFlagBits multisample (Tagged Scene DsBindings -> Config config Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p allocateBlend :: ( HasVulkan env , HasRenderPass renderpass ) => Vk.SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateBlend :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => SampleCountFlagBits -> Tagged Scene DsBindings -> renderpass -> ResourceT (RIO env) Pipeline allocateBlend SampleCountFlagBits multisample Tagged Scene DsBindings tset0 renderpass rp = do (ReleaseKey _, Pipeline p) <- Maybe Extent2D -> SampleCountFlagBits -> Config '[Scene] VertexAttrs InstanceAttrs () -> renderpass -> ResourceT (RIO env) (ReleaseKey, Pipeline) forall env (m :: * -> *) renderpass spec (dsl :: [*]) vertices instances. (MonadVulkan env m, MonadResource m, HasRenderPass renderpass, Specialization spec, HasCallStack) => Maybe Extent2D -> SampleCountFlagBits -> Config dsl vertices instances spec -> renderpass -> m (ReleaseKey, Pipeline dsl vertices instances) Pipeline.allocate Maybe Extent2D forall a. Maybe a Nothing SampleCountFlagBits multisample (Tagged Scene DsBindings -> Config configBlend Tagged Scene DsBindings tset0) renderpass rp Pipeline -> ResourceT (RIO env) Pipeline forall (f :: * -> *) a. Applicative f => a -> f a pure Pipeline p config :: Tagged Scene DsBindings -> Config config :: Tagged Scene DsBindings -> Config config (Tagged DsBindings set0) = Config '[] Any Any () forall vertices instances. Config '[] vertices instances () Pipeline.baseConfig { $sel:cDescLayouts:Config :: Tagged '[Scene] [DsBindings] Pipeline.cDescLayouts = forall {s :: [*]} {b}. b -> Tagged s b forall {k} (s :: k) b. b -> Tagged s b Tagged @'[Scene] [DsBindings set0] , $sel:cVertexCode:Config :: Maybe ByteString Pipeline.cVertexCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString vertCode , $sel:cVertexInput:Config :: SomeStruct PipelineVertexInputStateCreateInfo Pipeline.cVertexInput = SomeStruct PipelineVertexInputStateCreateInfo vertexInput , $sel:cFragmentCode:Config :: Maybe ByteString Pipeline.cFragmentCode = ByteString -> Maybe ByteString forall a. a -> Maybe a Just ByteString fragCode } where vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo vertexInput = [(VertexInputRate, [Format])] -> SomeStruct PipelineVertexInputStateCreateInfo Pipeline.vertexInput [ (VertexInputRate, [Format]) vertexPos , (VertexInputRate Vk.VERTEX_INPUT_RATE_VERTEX, [Format] Model.vkVertexAttrs) , (VertexInputRate Vk.VERTEX_INPUT_RATE_INSTANCE, [Format] Model.vkInstanceTileMap) , (VertexInputRate, [Format]) instanceTransform ] configBlend :: Tagged Scene DsBindings -> Config configBlend :: Tagged Scene DsBindings -> Config configBlend Tagged Scene DsBindings tset0 = (Tagged Scene DsBindings -> Config config Tagged Scene DsBindings tset0) { $sel:cBlend:Config :: Bool Pipeline.cBlend = Bool True , $sel:cDepthWrite:Config :: Bool Pipeline.cDepthWrite = Bool False } vertCode :: ByteString 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 :: 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 ); } |])