Graphics: Add support for draw call data (texture overlay)
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@@ -10,6 +10,23 @@
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namespace Nz
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{
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SubmeshRenderer::SubmeshRenderer()
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{
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Graphics* graphics = Graphics::Instance();
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const auto& whiteTexture = graphics->GetDefaultTextures().whiteTexture2d;
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const auto& defaultSampler = graphics->GetSamplerCache().Get({});
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m_renderDataBinding = graphics->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::DrawDataBindingSet);
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m_renderDataBinding->Update({
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{
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0,
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ShaderBinding::TextureBinding {
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whiteTexture.get(), defaultSampler.get()
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}
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}
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});
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}
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std::unique_ptr<ElementRendererData> SubmeshRenderer::InstanciateData()
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{
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return {};
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@@ -22,6 +39,8 @@ namespace Nz
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const RenderPipeline* currentPipeline = nullptr;
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const ShaderBinding* currentMaterialBinding = nullptr;
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commandBuffer.BindShaderBinding(Graphics::DrawDataBindingSet, *m_renderDataBinding);
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for (std::size_t i = 0; i < elementCount; ++i)
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{
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assert(elements[i]->GetElementType() == UnderlyingCast(BasicRenderElement::Submesh));
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