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
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@@ -26,12 +26,14 @@ enum class RendererSortMode : Core::uint32 {
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struct FilteringSettings {
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Core::int32 renderQueueMin = std::numeric_limits<Core::int32>::lowest();
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Core::int32 renderQueueMax = std::numeric_limits<Core::int32>::max();
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Core::uint32 renderLayerMask = std::numeric_limits<Core::uint32>::max();
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bool requireShadowCasting = false;
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bool requireRenderObjectId = false;
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bool operator==(const FilteringSettings& other) const {
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return renderQueueMin == other.renderQueueMin &&
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renderQueueMax == other.renderQueueMax &&
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renderLayerMask == other.renderLayerMask &&
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requireShadowCasting == other.requireShadowCasting &&
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requireRenderObjectId == other.requireRenderObjectId;
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}
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@@ -72,6 +72,12 @@ inline bool MatchesFilteringSettings(
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return false;
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}
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if (visibleItem.renderLayer >= 32u ||
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((filtering.renderLayerMask &
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(1u << visibleItem.renderLayer)) == 0u)) {
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return false;
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}
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if (filtering.requireShadowCasting &&
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visibleItem.meshRenderer != nullptr &&
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!visibleItem.meshRenderer->GetCastShadows()) {
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@@ -24,6 +24,7 @@ struct VisibleRenderItem {
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Core::uint32 materialIndex = 0;
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Core::uint32 sectionIndex = 0;
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bool hasSection = false;
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Core::uint32 renderLayer = 0;
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Core::int32 renderQueue = 0;
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float cameraDistanceSq = 0.0f;
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Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();
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