Refactorise l'accès aux interfaces Direct3D pour plus de clarté et d'efficacité, en utilisant des accesseurs `const` et en déplaçant certaines fonctions directement dans l'en-tête.
Cela simplifie l'utilisation des ressources D3D et améliore la lisibilité du code.
Optimizes entity management in ImGui by deferring updates to the entity list until necessary.
Changes include:
- Sets the entity list as dirty upon adding or deleting entities to ensure the list is only updated when needed
- Changes the type of entity ID stored in CachedEntity
- Adjusts ImGui window size
Optimizes entity list updates in the ImGui interface by caching entity names and IDs.
This reduces unnecessary string operations during rendering and improves performance, especially when dealing with a large number of entities.
The initial ImGui window size has also been reduced for performance reasons.
Implémente un système de culling basé sur la position de la lumière du soleil pour améliorer les performances du rendu des ombres.
Crée un thread dédié au culling des objets non visibles par la lumière du soleil.
Ajoute une structure de frustum spécifique au culling par la lumière du soleil.
Modifie le RenderComponent pour suivre si un objet est visible par la lumière du soleil.
Remplace les blocs if/else par une macro R_LOG_ERROR pour une gestion plus concise et uniforme des erreurs lors de l'initialisation des objets.
Améliore la lisibilité du code et réduit la duplication.
Ajoute la possibilité de rendre une shadow map pour les objets de la scène.
Supprime la dépendance de la texture du depth shader et ajoute une option pour caster les ombres sur les RenderComponents.
Modifie la taille de la fenêtre dans l'imgui.ini
Replaces direct calculations of radians to degrees with a macro.
This change centralizes the conversion factor, enhancing code
readability and maintainability. It also removes a duplicate
definition of the same macro.
Avoids duplicated ImGui labels in the object list by adding the entity ID to the item label.
Also, corrects ImGui layout issues, preventing window overlap.
Refactors camera input handling for smoother and more intuitive control.
This change introduces a dedicated CameraInput structure and updates the
camera class to use it for movement and rotation based on user input.
It removes the old position class camera related logic and integrates mouse
delta for precise rotation control and scroll wheel for speed adjustments.
Updates ImGui layout to reflect the new size for the docked space.
Adds a system for managing camera input using a dedicated
CameraInput struct and updates the camera class to process
these inputs. This allows for more flexible and controlled
camera movement.
Adds a utility function to retrieve key states for a given container of keys, enhancing input processing capabilities.
Improves error handling by adding more logging for render failures, giving the development team better insights into potential issues and aiding debugging efforts.
Addresses minor issues across the engine to improve stability and UI.
- Updates ImGui window size for better rendering
- Adds macro for boolean returns (R_TRUE and R_FALSE)
- Adds missing includes and removes unused code
- Updates shader code to use the new macros and improve readability
This commit refactors the logging system by replacing direct calls to the Logger class with macros. This improves code readability and maintainability by providing a consistent and concise way to log messages throughout the engine.
The 'macro.h' header file is added and included in multiple system classes to define these logging macros, centralizing logging functionality.
Additionally, error handling is improved in imguiManager::IncrementBuildVersionInConfig by logging specific errors during file operations.
Introduces a macro to streamline logging, enhancing code readability and maintainability.
The new macro replaces direct Logger calls with more concise and expressive `LOG_INFO`, `LOG_ERROR` etc. calls, reducing boilerplate code and improving consistency in logging practices across the engine.
Updates the CI notification process to send a JSON payload to the notification service, instead of constructing the JSON string directly in the Jenkinsfile. This improves readability, maintainability, and simplifies data handling for both success and failure scenarios. It also allows for easier extension of the data being sent in the future.
Updates the Jenkinsfile to ensure proper JSON formatting for the
list of artifact URLs passed to the CI notification service.
This ensures that the recipient correctly interprets the download links.
Improves build and package processes by introducing parallel execution for debug and release configurations.
This change reduces overall execution time by building and packaging debug and release versions concurrently.
Packages debug and release builds into ZIP archives.
Updates artifact archiving to include only the ZIP packages,
rather than individual executables and DLLs. This simplifies
the artifact management process and reduces storage space.
Adds functionality to control the target FPS of the engine via the ImGui settings panel.
This includes:
- Adding target FPS variables and accessors in the application class.
- Adding a set_target_fps function to the fps_limiter class.
- Updating the ImGui engine settings panel to include a target FPS setting.
- Modifying the main loop to make use of the fps limiter and the engine target FPS.
Adds an FPS limiter to control the framerate, preventing excessive resource usage and providing a more consistent experience.
Removes the standalone FPS limiter from the imguiManager and integrates it into the system class.