use rend3::ModeData;
use wgpu::{BindGroup, Buffer};
pub mod cpu;
pub mod gpu;
pub struct CulledObjectSet {
pub calls: ModeData<Vec<CPUDrawCall>, GPUIndirectData>,
pub output_bg: BindGroup,
}
pub struct GPUIndirectData {
pub indirect_buffer: Buffer,
pub count: usize,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum Sorting {
FrontToBack,
BackToFront,
}
#[derive(Debug, Clone)]
pub struct CPUDrawCall {
pub start_idx: u32,
pub end_idx: u32,
pub vertex_offset: i32,
pub material_index: u32,
}