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/PipelineState.h>
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#include <Renderer/VK/VertexShaderVK.h>
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#include <Renderer/VK/PixelShaderVK.h>
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class RendererVK;
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/// Vulkan pipeline state object
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class PipelineStateVK : public PipelineState
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{
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public:
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/// Constructor
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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);
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virtual ~PipelineStateVK() 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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RendererVK * mRenderer;
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RefConst<VertexShaderVK> mVertexShader;
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RefConst<PixelShaderVK> mPixelShader;
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VkPipeline mGraphicsPipeline;
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};
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