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

@@ -40,7 +40,7 @@ namespace Scop
EventBus::RegisterListener({ functor, "__ScopSkyboxPass" });
m_cube = CreateCube();
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(1), ShaderType::Fragment);
}
void SkyboxPass::Pass(Scene& scene, Renderer& renderer, class Texture& render_target)
@@ -55,11 +55,11 @@ namespace Scop
pipeline_descriptor.fragment_shader = p_fragment_shader;
pipeline_descriptor.color_attachments = { &render_target };
pipeline_descriptor.depth = &scene.GetDepth();
pipeline_descriptor.culling = VK_CULL_MODE_NONE;
pipeline_descriptor.culling = CullMode::None;
pipeline_descriptor.depth_test_equal = true;
pipeline_descriptor.clear_color_attachments = false;
pipeline_descriptor.name = "skybox_pass_pipeline";
m_pipeline.Init(pipeline_descriptor);
m_pipeline.Init(std::move(pipeline_descriptor));
}
VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();