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renderer.h
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#pragma once
#include "BoundingVolume.h"
class Renderer {
public:
Renderer() {};
~Renderer() {};
virtual bool CreatePipelineState(ComPtr<ID3D12Device>&, int, int);
virtual bool LoadResources(ComPtr<ID3D12Device>&, ComPtr<ID3D12GraphicsCommandList>&,
ComPtr<ID3D12CommandAllocator>& command_allocator, int, int);
virtual bool PopulateCommandList(ComPtr<ID3D12GraphicsCommandList>& command_list,
ComPtr<ID3D12CommandAllocator>& command_allocator,
CD3DX12_CPU_DESCRIPTOR_HANDLE& rtv_handle, ComPtr<ID3D12Resource>& render_target,
int frame_count);
virtual void Update(int frame_index, double delta);
virtual void Release();
virtual bool Intersects(BoundingVolume& camera, XMFLOAT3& resolution);
};