refactor: route builtin infinite grid through shader assets
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@@ -1,6 +1,8 @@
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#pragma once
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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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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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@@ -9,6 +11,7 @@
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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namespace XCEngine {
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namespace Rendering {
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@@ -57,6 +60,7 @@ 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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Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
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};
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} // namespace Passes
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@@ -25,6 +25,7 @@ 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 GetBuiltinInfiniteGridShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
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