Graphics: Make use of shader binding sets
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@@ -4,8 +4,9 @@
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/GraphicalMesh.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/ModelInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -28,9 +29,9 @@ namespace Nz
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}
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}
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void Model::Draw(CommandBufferBuilder& commandBuffer, ModelInstance& instance) const
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void Model::Draw(CommandBufferBuilder& commandBuffer, WorldInstance& instance) const
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{
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commandBuffer.BindShaderBinding(instance.GetShaderBinding());
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commandBuffer.BindShaderBinding(Graphics::WorldBindingSet, instance.GetShaderBinding());
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for (std::size_t i = 0; i < m_subMeshes.size(); ++i)
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{
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@@ -39,6 +40,7 @@ namespace Nz
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const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
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const auto& renderPipeline = submeshData.material->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
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commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, submeshData.material->GetShaderBinding());
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commandBuffer.BindIndexBuffer(indexBuffer.get());
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commandBuffer.BindVertexBuffer(0, vertexBuffer.get());
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commandBuffer.BindPipeline(*renderPipeline);
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@@ -57,6 +59,13 @@ namespace Nz
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return m_graphicalMesh->GetIndexCount(subMeshIndex);
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}
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const std::shared_ptr<Material>& Model::GetMaterial(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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const auto& subMeshData = m_subMeshes[subMeshIndex];
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return subMeshData.material;
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}
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const std::shared_ptr<RenderPipeline>& Model::GetRenderPipeline(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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