Render extraction system & ECS/graphics refactor

Introduced RenderExtractionSystem for entity-based render data extraction. Added MeshInstance and MeshPalette components with shadow casting support. Refactored QueryBuilder API, SharedComponentStore, and component registration for clarity and flexibility. Updated SystemManager and SystemGroup to use SystemAPI. Replaced RenderingConfig with GraphicsEngineDesc/RenderSystemDesc. RenderFrame now uses CPU/GPU fence values for sync. Removed Camera.cs in favor of ECS-based rendering. Improved Material, RenderingLayerMask, Mesh, and RenderList APIs. Updated package references and fixed naming, error handling, and disposal issues.
This commit is contained in:
2026-03-08 22:51:03 +09:00
parent bfe8588d76
commit 619720feee
26 changed files with 493 additions and 269 deletions

View File

@@ -37,7 +37,7 @@ public sealed partial class GraphicsTestWindow : Window
Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.EnableDebugLayer();
#endif
_renderSystem = new RenderSystem(new RenderingConfig()
_renderSystem = new RenderSystem(new RenderSystemDesc()
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12