Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Renderer/PipelineState.h>
#include <Renderer/VK/VertexShaderVK.h>
#include <Renderer/VK/PixelShaderVK.h>
class RendererVK;
/// Vulkan pipeline state object
class PipelineStateVK : public PipelineState
{
public:
/// Constructor
PipelineStateVK(RendererVK *inRenderer, const VertexShaderVK *inVertexShader, const EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShaderVK *inPixelShader, EDrawPass inDrawPass, EFillMode inFillMode, ETopology inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode);
virtual ~PipelineStateVK() override;
/// Make this pipeline state active (any primitives rendered after this will use this state)
virtual void Activate() override;
private:
RendererVK * mRenderer;
RefConst<VertexShaderVK> mVertexShader;
RefConst<PixelShaderVK> mPixelShader;
VkPipeline mGraphicsPipeline;
};