Group rendering material helpers
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@@ -6,7 +6,7 @@
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "Components/TransformComponent.h"
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#include "Rendering/RenderMaterialResolve.h"
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#include "Rendering/Materials/RenderMaterialResolve.h"
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#include "Scene/Scene.h"
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#include <unordered_set>
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@@ -6,7 +6,7 @@
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#include "RHI/RHICommandList.h"
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#include "Rendering/Builtin/BuiltinPassLayoutUtils.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderMaterialResolve.h"
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#include "Rendering/Materials/RenderMaterialResolve.h"
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#include "Rendering/Extraction/RenderSceneExtractor.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/Material/Material.h"
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@@ -3,7 +3,7 @@
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#include "Debug/Logger.h"
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#include "Core/Asset/ResourceManager.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/RenderMaterialResolve.h"
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#include "Rendering/Materials/RenderMaterialResolve.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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@@ -49,22 +49,6 @@ bool IsDepthFormat(RHI::Format format) {
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format == RHI::Format::D32_Float;
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}
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bool TryResolveSurfacePassType(
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const Resources::Material* material,
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BuiltinMaterialPass& outPass) {
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if (MatchesBuiltinPass(material, BuiltinMaterialPass::Unlit)) {
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outPass = BuiltinMaterialPass::Unlit;
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return true;
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}
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if (MatchesBuiltinPass(material, BuiltinMaterialPass::ForwardLit)) {
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outPass = BuiltinMaterialPass::ForwardLit;
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return true;
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}
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return false;
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}
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} // namespace
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BuiltinForwardPipeline::BuiltinForwardPipeline() {
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@@ -6,8 +6,8 @@
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#include "RHI/RHIDevice.h"
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#include "Rendering/Builtin/BuiltinPassLayoutUtils.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderMaterialResolve.h"
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#include "Rendering/RenderMaterialStateUtils.h"
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#include "Rendering/Materials/RenderMaterialResolve.h"
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#include "Rendering/Materials/RenderMaterialStateUtils.h"
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#include "Resources/Material/Material.h"
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#include "Resources/Shader/Shader.h"
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#include "Resources/Texture/Texture.h"
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