Graphics: Make use of shader binding sets
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user