Files
FGL-Engine/src/engine/systems/modelRendering/StandardPipeline.hpp

27 lines
1.1 KiB
C++

//
// 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