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 "engine/FrameInfo.hpp"
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#include "engine/descriptors/DescriptorSetCollection.hpp"
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#include "engine/rendering/pipelines/PipelineT.hpp"
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#include "engine/rendering/pipelines/Shader.hpp"
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namespace fgl::engine
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{
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using TexturedPipelineVertexShader = VertexShaderT< "shaders/textured-gbuffer.vert" >;
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using TexturedPipelineFragShader = FragmentShaderT< "shaders/textured-gbuffer.frag" >;
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using TexturedPipelineShaders = ShaderCollection< TexturedPipelineVertexShader, TexturedPipelineFragShader >;
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//using TexturedPipelineDescriptorSets =
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// descriptors::DescriptorSetCollection< GlobalDescriptorSet, TextureDescriptorSet >;
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using TexturedPipelineDescriptorSets = descriptors::
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DescriptorSetCollection< descriptors::EmptyDescriptorSet< 0 >, CameraDescriptorSet, TextureDescriptorSet >;
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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 TexturedPipeline = PipelineT< TexturedPipelineShaders, TexturedPipelineDescriptorSets >;
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} // namespace fgl::engine
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