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

@@ -4,16 +4,20 @@
#include <vector>
#include <cstdint>
#include <filesystem>
#include <unordered_map>
#include <kvf.h>
#include <Maths/Mat4.h>
#include <Utils/NonOwningPtr.h>
namespace Scop
{
struct ShaderSetLayout
{
std::vector<std::pair<int, VkDescriptorType> > binds;
std::unordered_map<int, VkDescriptorType> binds;
ShaderSetLayout(std::vector<std::pair<int, VkDescriptorType> > b) : binds(std::move(b)) {}
ShaderSetLayout(std::unordered_map<int, VkDescriptorType> b) : binds(std::move(b)) {}
inline bool operator==(const ShaderSetLayout& rhs) const { return binds == rhs.binds; }
};
@@ -28,10 +32,10 @@ namespace Scop
struct ShaderLayout
{
std::vector<std::pair<int, ShaderSetLayout> > set_layouts;
std::unordered_map<int, ShaderSetLayout> set_layouts;
std::vector<ShaderPushConstantLayout> push_constants;
ShaderLayout(std::vector<std::pair<int, ShaderSetLayout> > s, std::vector<ShaderPushConstantLayout> pc) : set_layouts(std::move(s)), push_constants(std::move(pc)) {}
ShaderLayout(std::unordered_map<int, ShaderSetLayout> s, std::vector<ShaderPushConstantLayout> pc) : set_layouts(std::move(s)), push_constants(std::move(pc)) {}
};
enum class ShaderType
@@ -57,6 +61,9 @@ namespace Scop
[[nodiscard]] inline const ShaderPipelineLayoutPart& GetPipelineLayout() const noexcept { return m_pipeline_layout_part; }
[[nodiscard]] inline VkShaderModule GetShaderModule() const noexcept { return m_module; }
[[nodiscard]] inline VkShaderStageFlagBits GetShaderStage() const noexcept { return m_stage; }
[[nodiscard]] inline NonOwningPtr<class GraphicPipeline> GetGraphicPipelineInUse() const noexcept { return p_pipeline_in_use; }
inline void SetPipelineInUse(NonOwningPtr<class GraphicPipeline> pipeline) noexcept { p_pipeline_in_use = pipeline; }
void Destroy();
@@ -73,10 +80,22 @@ namespace Scop
std::vector<VkDescriptorSetLayout> m_set_layouts;
VkShaderStageFlagBits m_stage;
VkShaderModule m_module = VK_NULL_HANDLE;
NonOwningPtr<class GraphicPipeline> p_pipeline_in_use = nullptr;
};
std::shared_ptr<Shader> LoadShaderFromFile(const std::filesystem::path& filepath, ShaderType type, ShaderLayout layout);
static const ShaderLayout DefaultForwardVertexShaderLayout(
{
{ 0,
ShaderSetLayout({
{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER },
{ 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER },
})
}
}, { ShaderPushConstantLayout({ 0, sizeof(Mat4f) * 2 }) }
);
static const Scop::ShaderLayout DefaultShaderLayout(
{
{ 1,