// // Created by kj16609 on 5/24/24. // #pragma once #include "../../rendering/pipelines/PipelineT.hpp" #include "../../rendering/pipelines/Shader.hpp" #include "engine/FrameInfo.hpp" #include "engine/camera/CameraDescriptor.hpp" #include "engine/descriptors/DescriptorSetCollection.hpp" namespace fgl::engine { using StandardPipelineVertexShader = VertexShaderT< "shaders/textureless-gbuffer.vert" >; using StandardPipelineFragShader = FragmentShaderT< "shaders/textureless-gbuffer.frag" >; using StandardPipelineShaders = ShaderCollection< StandardPipelineVertexShader, StandardPipelineFragShader >; // using StandardPipelineDescriptorSets = descriptors::DescriptorSetCollection< GlobalDescriptorSet >; using StandardPipelineDescriptorSets = descriptors::DescriptorSetCollection< descriptors::EmptyDescriptorSet< 0 >, CameraDescriptorSet >; //! The standard pipeline is used for models without any form of texturing. They instead rely on Vertex coloring. A UV map is **NOT** expected using StandardPipeline = PipelineT< StandardPipelineShaders, StandardPipelineDescriptorSets >; } // namespace fgl::engine