Refactor draw calls and instancing logic to be more modular
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@@ -193,15 +193,15 @@ void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info,
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drawCall.IndirectArgsOffset = 0;
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.PrevWorld = info.DrawState->PrevWorld;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.GeometrySize = _box.GetSize();
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drawCall.Lightmap = nullptr;
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drawCall.LightmapUVsArea = Rectangle::Empty;
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drawCall.Skinning = info.Skinning;
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Lightmap = nullptr;
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drawCall.Surface.LightmapUVsArea = Rectangle::Empty;
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drawCall.Surface.Skinning = info.Skinning;
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drawCall.Surface.LODDitherFactor = lodDitherFactor;
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drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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drawCall.LODDitherFactor = lodDitherFactor;
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renderContext.List->AddDrawCall(drawModes, StaticFlags::None, drawCall, entry.ReceiveDecals);
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}
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