Files
XCEngine/engine/include/XCEngine/Rendering/Execution/DrawSettings.h
ssdfasd cd6f9aa4cf feat(srp): add shader pass selection for scene draws
- let DrawingSettings carry an optional shaderPassName across managed and native scene draw APIs
- allow RenderObjectsRendererFeature to author explicit ForwardLit or Unlit scene draws
- exercise the new scene draw pass selection seam in the project render pipeline probe
2026-04-20 22:58:08 +08:00

29 lines
770 B
C++

#pragma once
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/Rendering/Execution/ScenePhase.h>
#include <XCEngine/Rendering/FrameData/CullingResults.h>
#include <XCEngine/Resources/Material/Material.h>
namespace XCEngine {
namespace Rendering {
struct DrawSettings {
ScenePhase scenePhase = ScenePhase::Opaque;
RendererListDesc rendererListDesc = {};
Resources::ResourceHandle<Resources::Material> overrideMaterial = {};
Containers::String shaderPassName = {};
bool HasOverrideMaterial() const {
return overrideMaterial.IsValid();
}
bool HasShaderPassName() const {
return !shaderPassName.Empty();
}
};
} // namespace Rendering
} // namespace XCEngine