Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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#include "VertexConstants.h"
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struct VS_INPUT
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{
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// Per vertex data
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float3 vPos : POSITION;
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float3 vNorm : NORMAL;
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float2 vTex : TEXCOORD0;
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float4 vCol : COLOR;
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// Per instance data
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matrix iModel : INSTANCE_TRANSFORM; // model matrix
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matrix iModelInvTrans : INSTANCE_INV_TRANSFORM; // (model matrix^-1)^T
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float4 iCol : INSTANCE_COLOR; // color of the model
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};
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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};
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VS_OUTPUT main(VS_INPUT input)
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{
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VS_OUTPUT output;
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// Check if the alpha = 0
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if (input.vCol.a * input.iCol.a == 0.0)
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{
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// Don't draw the triangle by moving it to an invalid location
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output.Position = float4(0, 0, 0, 0);
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}
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else
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{
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// Transform the position from world space to homogeneous projection space for the light
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float4 pos = float4(input.vPos, 1.0f);
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pos = mul(input.iModel, pos);
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pos = mul(LightView, pos);
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pos = mul(LightProjection, pos);
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output.Position = pos;
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}
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return output;
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}
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