Graphics: Add RenderSystem and frame pipeline
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@@ -29,10 +29,8 @@ namespace Nz
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}
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}
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void Model::Draw(CommandBufferBuilder& commandBuffer, const WorldInstance& instance) const
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void Model::Draw(CommandBufferBuilder& commandBuffer) const
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{
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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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const auto& submeshData = m_subMeshes[i];
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@@ -66,6 +64,11 @@ namespace Nz
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return subMeshData.material;
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}
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std::size_t Model::GetMaterialCount() const
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{
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return m_subMeshes.size();
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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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