Graphics: Make use of shader binding sets

This commit is contained in:
Jérôme Leclercq
2021-06-16 14:47:54 +02:00
parent 5559fe1af7
commit 3cd9172f7a
49 changed files with 592 additions and 792 deletions

View File

@@ -28,10 +28,11 @@ namespace Nz
Model(Model&&) noexcept = default;
~Model() = default;
void Draw(CommandBufferBuilder& commandBuffer, ModelInstance& instance) const override;
void Draw(CommandBufferBuilder& commandBuffer, WorldInstance& instance) const override;
const std::shared_ptr<AbstractBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const;
std::size_t GetIndexCount(std::size_t subMeshIndex) const;
const std::shared_ptr<Material>& GetMaterial(std::size_t subMeshIndex) const;
const std::shared_ptr<RenderPipeline>& GetRenderPipeline(std::size_t subMeshIndex) const;
const std::shared_ptr<AbstractBuffer>& GetVertexBuffer(std::size_t subMeshIndex) const;
inline std::size_t GetSubMeshCount() const;