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

@@ -31,7 +31,7 @@ namespace Scop
};
EventBus::RegisterListener({ functor, "__ScopFinalPass" });
p_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Fragment);
p_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts.at(0), ShaderType::Fragment);
}
void FinalPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
@@ -42,10 +42,10 @@ namespace Scop
pipeline_descriptor.vertex_shader = p_vertex_shader;
pipeline_descriptor.fragment_shader = p_fragment_shader;
pipeline_descriptor.renderer = &renderer;
pipeline_descriptor.culling = VK_CULL_MODE_NONE;
pipeline_descriptor.culling = CullMode::None;
pipeline_descriptor.no_vertex_inputs = true;
pipeline_descriptor.name = "final_pass_pipeline";
m_pipeline.Init(pipeline_descriptor);
m_pipeline.Init(std::move(pipeline_descriptor));
}
VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();