adding custom pipeline for water (what a journey to do so...)

This commit is contained in:
2025-06-02 00:00:08 +02:00
parent ce9335ba6a
commit f6decee5fa
22 changed files with 355 additions and 122 deletions

View File

@@ -6,6 +6,7 @@
#include <kvf.h>
#include <Graphics/Enums.h>
#include <Renderer/Image.h>
#include <Utils/NonOwningPtr.h>
#include <Renderer/Pipelines/Shader.h>
@@ -21,11 +22,11 @@ namespace Scop
NonOwningPtr<DepthImage> depth = nullptr;
NonOwningPtr<class Renderer> renderer = nullptr;
std::string name = {};
VkCullModeFlagBits culling = VK_CULL_MODE_FRONT_BIT;
VkPolygonMode mode = VK_POLYGON_MODE_FILL;
CullMode culling = CullMode::Front;
bool no_vertex_inputs = false;
bool depth_test_equal = false;
bool clear_color_attachments = true;
bool wireframe = false;
};
class GraphicPipeline : public Pipeline
@@ -33,7 +34,7 @@ namespace Scop
public:
GraphicPipeline() = default;
void Init(const GraphicPipelineDescriptor& descriptor);
void Init(GraphicPipelineDescriptor descriptor);
bool BindPipeline(VkCommandBuffer command_buffer, std::size_t framebuffer_index, std::array<float, 4> clear) noexcept;
void EndPipeline(VkCommandBuffer command_buffer) noexcept override;
void Destroy() noexcept;
@@ -41,6 +42,8 @@ namespace Scop
[[nodiscard]] inline VkPipeline GetPipeline() const override { return m_pipeline; }
[[nodiscard]] inline VkPipelineLayout GetPipelineLayout() const override { return m_pipeline_layout; }
[[nodiscard]] inline VkPipelineBindPoint GetPipelineBindPoint() const override { return VK_PIPELINE_BIND_POINT_GRAPHICS; }
[[nodiscard]] inline bool IsPipelineBound() const noexcept { return s_bound_pipeline == this; }
[[nodiscard]] inline GraphicPipelineDescriptor& GetDescription() noexcept { return m_description; }
inline ~GraphicPipeline() noexcept { Destroy(); }
@@ -52,16 +55,14 @@ namespace Scop
bool BindPipeline(VkCommandBuffer) noexcept override { return false; };
private:
std::vector<NonOwningPtr<Texture>> m_attachments;
static inline GraphicPipeline* s_bound_pipeline = nullptr;
GraphicPipelineDescriptor m_description;
std::vector<VkFramebuffer> m_framebuffers;
std::vector<VkClearValue> m_clears;
std::shared_ptr<Shader> p_vertex_shader;
std::shared_ptr<Shader> p_fragment_shader;
VkRenderPass m_renderpass = VK_NULL_HANDLE;
VkPipeline m_pipeline = VK_NULL_HANDLE;
VkPipelineLayout m_pipeline_layout = VK_NULL_HANDLE;
NonOwningPtr<class Renderer> p_renderer;
NonOwningPtr<DepthImage> p_depth;
};
}