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: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Renderer/RenderPrimitive.h>
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#include <Renderer/DX12/RendererDX12.h>
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/// DirectX 12 implementation of a render primitive
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class RenderPrimitiveDX12 : public RenderPrimitive
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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RenderPrimitiveDX12(RendererDX12 *inRenderer, PipelineState::ETopology inType) : mRenderer(inRenderer), mType(inType) { }
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virtual ~RenderPrimitiveDX12() override { Clear(); }
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/// Vertex buffer management functions
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virtual void CreateVertexBuffer(int inNumVtx, int inVtxSize, const void *inData = nullptr) override;
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virtual void ReleaseVertexBuffer() override;
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virtual void * LockVertexBuffer() override;
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virtual void UnlockVertexBuffer() override;
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/// Index buffer management functions
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virtual void CreateIndexBuffer(int inNumIdx, const uint32 *inData = nullptr) override;
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virtual void ReleaseIndexBuffer() override;
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virtual uint32 * LockIndexBuffer() override;
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virtual void UnlockIndexBuffer() override;
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/// Draw the primitive
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virtual void Draw() const override;
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private:
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friend class RenderInstancesDX12;
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RendererDX12 * mRenderer;
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PipelineState::ETopology mType;
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ComPtr<ID3D12Resource> mVtxBuffer;
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bool mVtxBufferInUploadHeap = false;
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ComPtr<ID3D12Resource> mIdxBuffer;
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bool mIdxBufferInUploadHeap = false;
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};
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