feat(engine)!: refactor graphics, ECS, and logging APIs

Major refactor of graphics and ECS infrastructure:
- Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes.
- Updated all render graph, pipeline, and context code to use concrete ResourceManager.
- Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays.
- RenderingLayerMask is now an immutable struct with bitwise operators.
- Meshlet and meshlet group data structures improved; meshlet build callback signature updated.
- Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console.
- ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope.
- Updated render pipeline and passes for new resource manager and render list APIs.
- Cleaned up obsolete files, improved code style, and updated documentation.
- HLSL meshlet shader updated for new struct layout.
- Debug console now uses new logger and log collection.

BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
This commit is contained in:
2026-03-21 22:10:28 +09:00
parent 793df1af4f
commit 37f4795b4f
45 changed files with 1007 additions and 840 deletions

View File

@@ -107,7 +107,7 @@ public static class SceneManager
var entities = chunk.GetEntities();
var sceneIDs = chunk.GetComponentData<Components.SceneID>();
for (var i = 0; i < chunk.Count; i++)
for (var i = 0; i < chunk.EntityCount; i++)
{
if (sceneIDs[i].scene.ID == scene.ID)
{
@@ -140,7 +140,7 @@ public static class SceneManager
var chunkEntities = chunk.GetEntities();
var sceneIDs = chunk.GetComponentData<Components.SceneID>();
for (var i = 0; i < chunk.Count; i++)
for (var i = 0; i < chunk.EntityCount; i++)
{
if (sceneIDs[i].scene.ID == scene.ID)
{