104 const void* vertexData,
106 const uint32_t* indices,
115 static void Draw(
const MeshHandle& mesh,
bool castsShadow =
true);
static void Shutdown()
Release static resources before renderer cleanup.
static MeshHandle CreateMesh(VertexGroup &vertices, IndexGroup &indices)
Create GPU vertex+index buffers from CPU mesh data.
static void EndBatch()
End the batch (currently a no-op, reserved for future use).
static void BeginBatch(Material *material)
Binds the batch material and (re)uploads the shared identity-world transform buffer once per batch.
static void Draw(const MeshHandle &mesh, bool castsShadow=true)
Submits an indexed draw for a mesh already created via CreateMesh.
Backend-agnostic GPU buffer: vertex, index, constant, or resource view target.
Backend-facing rendering layer shared by the four graphics backends.
Root namespace for everything the engine exposes.
uint32_t VertexFormatHandle
List< IndexType > IndexGroup
uint32_t vertexFormat
Registered custom vertex layout of this mesh; 0 means the engine default Vertex.
RefPtr< RenderEngine::BufferBase > vertexBuffer
MeshHandle(const MeshHandle &)
MeshHandle(MeshHandle &&) noexcept
RefPtr< RenderEngine::BufferBase > indexBuffer