Graphics: Add RenderElement and ElementRenderer (WIP)
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@@ -28,15 +28,15 @@ namespace Nz
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Model(Model&&) noexcept = default;
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~Model() = default;
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void Draw(const std::string& pass, CommandBufferBuilder& commandBuffer) const override;
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void BuildElement(const std::string& pass, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const override;
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const std::shared_ptr<AbstractBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const;
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std::size_t GetIndexCount(std::size_t subMeshIndex) const;
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const std::shared_ptr<Material>& GetMaterial(std::size_t subMeshIndex) const override;
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std::size_t GetMaterialCount() const override;
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inline std::size_t GetSubMeshCount() const;
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const std::vector<RenderPipelineInfo::VertexBufferData>& GetVertexBufferData(std::size_t subMeshIndex) const;
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const std::shared_ptr<AbstractBuffer>& GetVertexBuffer(std::size_t subMeshIndex) const;
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inline std::size_t GetSubMeshCount() const;
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inline void SetMaterial(std::size_t subMeshIndex, std::shared_ptr<Material> material);
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@@ -51,7 +51,7 @@ namespace Nz
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};
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std::shared_ptr<GraphicalMesh> m_graphicalMesh;
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std::vector<SubMeshData> m_subMeshes;
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std::vector<SubMeshData> m_submeshes;
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};
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}
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