Move scene viewport shaders into editor resources
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@@ -1,5 +1,6 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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@@ -40,8 +41,12 @@ InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& d
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class BuiltinInfiniteGridPass {
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public:
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explicit BuiltinInfiniteGridPass(Containers::String shaderPath = Containers::String());
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~BuiltinInfiniteGridPass() = default;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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@@ -60,6 +65,7 @@ private:
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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RHI::RHIDescriptorPool* m_constantPool = nullptr;
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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Containers::String m_shaderPath;
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Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
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};
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@@ -1,5 +1,6 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Math/Vector4.h>
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@@ -32,7 +33,7 @@ struct ObjectIdOutlineStyle {
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class BuiltinObjectIdOutlinePass {
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public:
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BuiltinObjectIdOutlinePass();
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explicit BuiltinObjectIdOutlinePass(Containers::String shaderPath = Containers::String());
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~BuiltinObjectIdOutlinePass() = default;
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BuiltinObjectIdOutlinePass(const BuiltinObjectIdOutlinePass&) = delete;
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BuiltinObjectIdOutlinePass& operator=(const BuiltinObjectIdOutlinePass&) = delete;
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@@ -41,6 +42,9 @@ public:
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static constexpr uint32_t kMaxSelectedObjectCount = 256u;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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@@ -72,6 +76,7 @@ private:
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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RHI::RHIDescriptorPool* m_texturePool = nullptr;
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RHI::RHIDescriptorSet* m_textureSet = nullptr;
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Containers::String m_shaderPath;
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std::optional<Resources::ResourceHandle<Resources::Shader>> m_builtinObjectIdOutlineShader;
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};
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@@ -25,8 +25,6 @@ Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveTyp
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Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
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Containers::String GetBuiltinForwardLitShaderPath();
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Containers::String GetBuiltinObjectIdShaderPath();
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Containers::String GetBuiltinObjectIdOutlineShaderPath();
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Containers::String GetBuiltinInfiniteGridShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
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