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