Formalize renderer material contracts and harden backpack import
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@@ -6,6 +6,7 @@
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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@@ -16,8 +17,10 @@
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/Execution/SceneRenderer.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Scene/Scene.h>
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@@ -61,7 +64,7 @@ Mesh* CreateQuadMesh() {
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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const uint32_t indices[6] = { 0, 2, 1, 2, 3, 1 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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@@ -111,7 +114,8 @@ Material* CreateMaterial(
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params.path = path;
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetTexture("_BaseColorTexture", ResourceHandle<Texture>(texture));
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material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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material->SetTexture("_MainTex", ResourceHandle<Texture>(texture));
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material->SetRenderQueue(renderQueue);
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material->SetRenderState(renderState);
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return material;
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