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    interface IV_DynBindGroupDrawCommand {
        baseInfo: { parent: { getBindGroups(): GPUBindGroup[] } };
        device: GPUDevice;
        drawInfo: {
            bindGroups?: (undefined | null | GPUBindGroup)[];
            drawMode?: T_drawMode;
            indexBuffer?: I_pointerStruct | I_VertexBufferEntry;
            indexFormat?: GPUIndexFormat;
            pipeline: GPURenderPipeline;
            renderPassDescriptor?:
                | GPURenderPassDescriptor
                | (() => GPURenderPassDescriptor);
            vertexBuffers?: (I_pointerStruct | I_VertexBufferEntry)[];
            viewport?: {
                height: number;
                maxDepth: number;
                minDepth: number;
                width: number;
                x: number;
                y: number;
            };
        };
        label: string;
    }

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    Properties

    baseInfo: { parent: { getBindGroups(): GPUBindGroup[] } }

    基础信息

    Type Declaration

    • parent: { getBindGroups(): GPUBindGroup[] }

      drawInfo的dynamicLoadBindGroup为true时,需要绑定的父对象

    device: GPUDevice
    drawInfo: {
        bindGroups?: (undefined | null | GPUBindGroup)[];
        drawMode?: T_drawMode;
        indexBuffer?: I_pointerStruct | I_VertexBufferEntry;
        indexFormat?: GPUIndexFormat;
        pipeline: GPURenderPipeline;
        renderPassDescriptor?:
            | GPURenderPassDescriptor
            | (() => GPURenderPassDescriptor);
        vertexBuffers?: (I_pointerStruct | I_VertexBufferEntry)[];
        viewport?: {
            height: number;
            maxDepth: number;
            minDepth: number;
            width: number;
            x: number;
            y: number;
        };
    }

    Type Declaration

    • OptionalbindGroups?: (undefined | null | GPUBindGroup)[]

      绑定的uniform buffer 1、GPUBindGroup,直接使用。 2、[]|undefined:忽略 3、如果有baseInfo,则忽略 则:0=system,1=entity,2=material 4、没有赋值的情况, A、按照3的情况处理; B、没有uniform bind group

    • OptionaldrawMode?: T_drawMode

      draw mode 定义 1、有值:按照 draw mode 定义了绘制的顶点数量,实例化数量,从第几个顶点开始绘制,从第几个实例开始绘制 2、无值判断是否有baseInfo.parent: A、有:从parent.getDrawModeArrayOfInstances中获取drawMode序列 B、无:判断索引模式还是非索引模式,生成drawMode序列

    • OptionalindexBuffer?: I_pointerStruct | I_VertexBufferEntry
    • OptionalindexFormat?: GPUIndexFormat
    • pipeline: GPURenderPipeline
    • OptionalrenderPassDescriptor?: GPURenderPassDescriptor | (() => GPURenderPassDescriptor)
    • OptionalvertexBuffers?: (I_pointerStruct | I_VertexBufferEntry)[]

      顶点缓冲区 1、没有:需要绑定undefiend, A、比如在shader中写固定的顶点数据,不需要绑定顶点缓冲区

    • Optionalviewport?: {
          height: number;
          maxDepth: number;
          minDepth: number;
          width: number;
          x: number;
          y: number;
      }
    label: string