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    DrawCommand 是Entity的渲染命令 1、渲染调用入口:doDraw(),只使用这一个入口 2、doDraw(option: I_drawCallOption) 的参数必须全部都不能为空

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    _isDestroy: boolean = false
    bindGroups: (undefined | null | GPUBindGroup)[] = []
    device: GPUDevice
    drawMode: undefined | T_drawMode
    indexBuffer: undefined | I_pointerStruct | I_VertexBufferEntry
    indexFormat: GPUIndexFormat = "uint32"
    inputValues: IV_DrawCommand
    label: string
    material: undefined | I_DrawInputValueMaterial
    parent: undefined | BaseEntity

    Entity

    pipeline: GPURenderPipeline
    renderPassDescriptor:
        | undefined
        | GPURenderPassDescriptor
        | (() => GPURenderPassDescriptor)

    渲染pass描述符 1、非必须,只有在需要完整渲染过程时才需要,例如:基础功能测试 2、为什么不需要: renderManager会按照:commandEncoder->RPD->pipeline->setXXX->draw的模式调用

    scene: Scene
    traget: undefined | I_DrawInputValueTarget

    draw 目标, 1、有值:camera或light 2、无值:NDC等

    uniformBufferList: any[] = []

    uniform 的GPUBuffer列表, destroy时需要删除GPUBuffer

    vertexBuffers: (I_pointerStruct | I_VertexBufferEntry)[] = []
    viewport?: I_viewport

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