Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Renderer/DX12/ConstantBufferDX12.h>
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#include <Renderer/DX12/RendererDX12.h>
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#include <Renderer/DX12/FatalErrorIfFailedDX12.h>
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ConstantBufferDX12::ConstantBufferDX12(RendererDX12 *inRenderer, uint64 inBufferSize) :
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mRenderer(inRenderer)
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{
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mBuffer = mRenderer->CreateD3DResourceOnUploadHeap(inBufferSize);
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mBufferSize = inBufferSize;
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}
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ConstantBufferDX12::~ConstantBufferDX12()
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{
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if (mBuffer != nullptr)
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mRenderer->RecycleD3DResourceOnUploadHeap(mBuffer.Get(), mBufferSize);
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}
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void *ConstantBufferDX12::MapInternal()
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{
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void *mapped_resource;
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D3D12_RANGE range = { 0, 0 }; // We're not going to read
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FatalErrorIfFailed(mBuffer->Map(0, &range, &mapped_resource));
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return mapped_resource;
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}
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void ConstantBufferDX12::Unmap()
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{
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mBuffer->Unmap(0, nullptr);
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}
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void ConstantBufferDX12::Bind(int inSlot)
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{
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mRenderer->GetCommandList()->SetGraphicsRootConstantBufferView(inSlot, mBuffer->GetGPUVirtualAddress());
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}
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