feat: add camera culling masks
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@@ -180,6 +180,41 @@ TEST(RenderSceneExtractor_Test, ExtractsBrightestDirectionalLightAsMainLight) {
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mainLightObject->GetTransform()->GetForward().Normalized() * -1.0f);
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}
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TEST(RenderSceneExtractor_Test, FiltersVisibleItemsByCameraCullingMask) {
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Scene scene("CullingMaskScene");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetPrimary(true);
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camera->SetCullingMask(1u << 5);
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GameObject* visibleObject = scene.CreateGameObject("VisibleLayer5");
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visibleObject->SetLayer(5);
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auto* visibleMeshFilter = visibleObject->AddComponent<MeshFilterComponent>();
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visibleObject->AddComponent<MeshRendererComponent>();
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Mesh* visibleMesh = CreateTestMesh("Meshes/layer5.mesh");
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visibleMeshFilter->SetMesh(visibleMesh);
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GameObject* hiddenObject = scene.CreateGameObject("HiddenLayer0");
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hiddenObject->SetLayer(0);
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auto* hiddenMeshFilter = hiddenObject->AddComponent<MeshFilterComponent>();
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hiddenObject->AddComponent<MeshRendererComponent>();
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Mesh* hiddenMesh = CreateTestMesh("Meshes/layer0.mesh");
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hiddenMeshFilter->SetMesh(hiddenMesh);
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RenderSceneExtractor extractor;
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const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
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ASSERT_EQ(sceneData.visibleItems.size(), 1u);
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EXPECT_EQ(sceneData.visibleItems[0].gameObject, visibleObject);
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EXPECT_EQ(sceneData.visibleItems[0].mesh, visibleMesh);
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visibleMeshFilter->ClearMesh();
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hiddenMeshFilter->ClearMesh();
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delete visibleMesh;
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delete hiddenMesh;
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}
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TEST(RenderSceneExtractor_Test, ExtractsSectionLevelVisibleItemsAndSortsByRenderQueue) {
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Scene scene("SectionScene");
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