keid-render-basic-0.1.5.0: src/Render/Unlit/TileMap/Pipeline.hs
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
);
}
|])