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: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Renderer/PipelineState.h>
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#include <Renderer/MTL/VertexShaderMTL.h>
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#include <Renderer/MTL/PixelShaderMTL.h>
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class RendererMTL;
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/// Metal pipeline state object
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class PipelineStateMTL : public PipelineState
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{
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public:
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/// Constructor
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PipelineStateMTL(RendererMTL *inRenderer, const VertexShaderMTL *inVertexShader, const EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShaderMTL *inPixelShader, EDrawPass inDrawPass, EFillMode inFillMode, ETopology inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode);
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virtual ~PipelineStateMTL() override;
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/// Make this pipeline state active (any primitives rendered after this will use this state)
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virtual void Activate() override;
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private:
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RendererMTL * mRenderer;
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RefConst<VertexShaderMTL> mVertexShader;
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RefConst<PixelShaderMTL> mPixelShader;
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id<MTLRenderPipelineState> mPipelineState;
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id<MTLDepthStencilState> mDepthState;
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MTLCullMode mCullMode;
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MTLTriangleFillMode mFillMode;
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};
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