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/VK/RendererVK.h>
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#include <Renderer/VK/BufferVK.h>
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/// Vulkan implementation of a render primitive
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class RenderPrimitiveVK : public RenderPrimitive
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{
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public:
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/// Constructor
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RenderPrimitiveVK(RendererVK *inRenderer) : mRenderer(inRenderer) { }
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virtual ~RenderPrimitiveVK() 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 RenderInstancesVK;
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RendererVK * mRenderer;
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BufferVK mVertexBuffer;
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bool mVertexBufferDeviceLocal = false;
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BufferVK mIndexBuffer;
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bool mIndexBufferDeviceLocal = false;
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};
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