1use rend3::ModeData;
2use wgpu::{BindGroup, Buffer};
3
4pub mod cpu;
5pub mod gpu;
6
7pub struct CulledObjectSet {
8 pub calls: ModeData<Vec<CPUDrawCall>, GPUIndirectData>,
9 pub output_bg: BindGroup,
10}
11
12pub struct GPUIndirectData {
13 pub indirect_buffer: Buffer,
14 pub count: usize,
15}
16
17#[derive(Debug, Copy, Clone, PartialEq, Eq)]
18pub enum Sorting {
19 FrontToBack,
20 BackToFront,
21}
22
23#[derive(Debug, Clone)]
24pub struct CPUDrawCall {
25 pub start_idx: u32,
26 pub end_idx: u32,
27 pub vertex_offset: i32,
28 pub material_index: u32,
29}