Move draw template function to render_geometry.cpp
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@@ -32,6 +32,31 @@
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#include <algorithm>
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template<typename Shader, typename...uniforms>
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void draw(const GLMesh *mesh, uniforms... Args)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh->PrimitiveType;
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GLenum itype = mesh->IndexType;
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size_t count = mesh->IndexCount;
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Shader::setUniforms(Args...);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh->vaoOffset, mesh->vaoBaseVertex);
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}
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template<typename T, typename...uniforms>
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void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh->PrimitiveType;
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GLenum itype = mesh->IndexType;
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size_t count = mesh->IndexCount;
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Shader->setUniforms(Args...);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh->vaoOffset, mesh->vaoBaseVertex);
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}
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template<unsigned N>
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struct unroll_args_instance
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{
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@@ -99,30 +99,6 @@ public:
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::vector3df> > Arguments;
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};
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template<typename Shader, typename...uniforms>
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void draw(const GLMesh *mesh, uniforms... Args)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh->PrimitiveType;
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GLenum itype = mesh->IndexType;
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size_t count = mesh->IndexCount;
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Shader::setUniforms(Args...);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh->vaoOffset, mesh->vaoBaseVertex);
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}
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template<typename T, typename...uniforms>
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void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh->PrimitiveType;
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GLenum itype = mesh->IndexType;
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size_t count = mesh->IndexCount;
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Shader->setUniforms(Args...);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh->vaoOffset, mesh->vaoBaseVertex);
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}
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// Pass 2 shader (ie shaders that outputs final color)
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class ListDefaultStandardSM
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