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FGL-Engine/src/engine/systems/modelRendering/TexturedPipeline.hpp
kj16609 b9e451505e More reorganization
Move logging to new folder
2024-08-14 16:34:47 -04:00

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C++

//
// Created by kj16609 on 5/24/24.
//
#pragma once
#include "engine/FrameInfo.hpp"
#include "engine/descriptors/DescriptorSetCollection.hpp"
#include "engine/rendering/pipelines/PipelineT.hpp"
#include "engine/rendering/pipelines/Shader.hpp"
namespace fgl::engine
{
using TexturedPipelineVertexShader = VertexShaderT< "shaders/textured-gbuffer.vert" >;
using TexturedPipelineFragShader = FragmentShaderT< "shaders/textured-gbuffer.frag" >;
using TexturedPipelineShaders = ShaderCollection< TexturedPipelineVertexShader, TexturedPipelineFragShader >;
//using TexturedPipelineDescriptorSets =
// descriptors::DescriptorSetCollection< GlobalDescriptorSet, TextureDescriptorSet >;
using TexturedPipelineDescriptorSets = descriptors::
DescriptorSetCollection< descriptors::EmptyDescriptorSet< 0 >, CameraDescriptorSet, TextureDescriptorSet >;
//! 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 TexturedPipeline = PipelineT< TexturedPipelineShaders, TexturedPipelineDescriptorSets >;
} // namespace fgl::engine