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.
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
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
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.
Refactors scene loading to properly initialize models and textures from the scene file.
Adds audio component deserialization and file path handling.
Fixes model loading and texture application in scene manager.
Addresses potential issues with missing components during scene loading.
Adds serialization/deserialization to components,
allowing saving and loading of entity states.
Provides ImGui widgets for editing component properties,
improving editor usability.
Passes the D3D device and context to entities and
components enabling resource creation within components.
Improves the scene editor by adding an inspector window to view and modify entity components.
Adds audio component support with basic playback controls integrated into the inspector.
Adds default audio files.
Adds scene saving and loading functionality, using a component factory for dynamic component creation and serialization.
This allows users to save and load the state of entities, including their components and textures.
A new component factory is introduced to register and create different component types.
Each component implements serialization and deserialization methods, which are used to store and restore the component's state.
A new .ker scene file format is introduced to serialize entity data and to load it back into memory to restore the scene.
Also adds a DemoScene_V12.9.0.ker file to showcase the engine.