feat(srp): add render layer filtering to scene draw

- carry MeshRenderer renderLayer through scene extraction into VisibleRenderItem
- extend native and managed FilteringSettings with renderLayerMask support
- let RenderObjectsRendererFeature author layer-filtered object draws
This commit is contained in:
2026-04-20 22:21:29 +08:00
parent 5237da23dd
commit fece3a84ad
8 changed files with 25 additions and 2 deletions

View File

@@ -26,12 +26,14 @@ enum class RendererSortMode : Core::uint32 {
struct FilteringSettings {
Core::int32 renderQueueMin = std::numeric_limits<Core::int32>::lowest();
Core::int32 renderQueueMax = std::numeric_limits<Core::int32>::max();
Core::uint32 renderLayerMask = std::numeric_limits<Core::uint32>::max();
bool requireShadowCasting = false;
bool requireRenderObjectId = false;
bool operator==(const FilteringSettings& other) const {
return renderQueueMin == other.renderQueueMin &&
renderQueueMax == other.renderQueueMax &&
renderLayerMask == other.renderLayerMask &&
requireShadowCasting == other.requireShadowCasting &&
requireRenderObjectId == other.requireRenderObjectId;
}

View File

@@ -72,6 +72,12 @@ inline bool MatchesFilteringSettings(
return false;
}
if (visibleItem.renderLayer >= 32u ||
((filtering.renderLayerMask &
(1u << visibleItem.renderLayer)) == 0u)) {
return false;
}
if (filtering.requireShadowCasting &&
visibleItem.meshRenderer != nullptr &&
!visibleItem.meshRenderer->GetCastShadows()) {

View File

@@ -24,6 +24,7 @@ struct VisibleRenderItem {
Core::uint32 materialIndex = 0;
Core::uint32 sectionIndex = 0;
bool hasSection = false;
Core::uint32 renderLayer = 0;
Core::int32 renderQueue = 0;
float cameraDistanceSq = 0.0f;
Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();

View File

@@ -116,6 +116,7 @@ void AppendRenderItemsForGameObject(
visibleItem.renderObjectId = renderObjectId;
visibleItem.sectionIndex = static_cast<Core::uint32>(sectionIndex);
visibleItem.hasSection = true;
visibleItem.renderLayer = meshRenderer->GetRenderLayer();
visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
@@ -134,6 +135,7 @@ void AppendRenderItemsForGameObject(
visibleItem.materialIndex = 0;
visibleItem.sectionIndex = 0;
visibleItem.hasSection = false;
visibleItem.renderLayer = meshRenderer->GetRenderLayer();
visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;

View File

@@ -932,9 +932,9 @@ static_assert(
struct ManagedFilteringSettingsData {
int32_t renderQueueMin = std::numeric_limits<int32_t>::lowest();
int32_t renderQueueMax = std::numeric_limits<int32_t>::max();
uint32_t renderLayerMask = std::numeric_limits<uint32_t>::max();
uint8_t requireShadowCasting = 0u;
uint8_t requireRenderObjectId = 0u;
uint8_t padding[2] = {};
};
static_assert(

View File

@@ -17,6 +17,8 @@ namespace XCEngine.Rendering.Universal
public bool overrideRenderQueueRange;
public RenderQueueRange renderQueueRange =
RenderQueueRange.Opaque;
public bool overrideRenderLayerMask;
public uint renderLayerMask = uint.MaxValue;
public bool overrideFilteringSettings;
public FilteringSettings filteringSettings;
public bool overrideSortingSettings;
@@ -82,6 +84,12 @@ namespace XCEngine.Rendering.Universal
renderQueueRange;
}
if (overrideRenderLayerMask)
{
rendererListDesc.filtering.renderLayerMask =
renderLayerMask;
}
if (overrideSortingSettings)
{
rendererListDesc.sorting =

View File

@@ -7,6 +7,7 @@ namespace XCEngine.Rendering
{
public int renderQueueMin;
public int renderQueueMax;
public uint renderLayerMask;
[MarshalAs(UnmanagedType.I1)]
public bool requireShadowCasting;
@@ -34,7 +35,8 @@ namespace XCEngine.Rendering
{
return new FilteringSettings
{
renderQueueRange = renderQueueRange
renderQueueRange = renderQueueRange,
renderLayerMask = uint.MaxValue
};
}

View File

@@ -142,6 +142,8 @@ namespace ProjectScripts
overrideRenderQueueRange = true,
renderQueueRange =
RenderQueueRange.Opaque,
overrideRenderLayerMask = true,
renderLayerMask = 1u << 0,
rendererListType =
RendererListType.Opaque
}