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