* Graphics: Integrate RenderTarget in FrameGraph
- This handles the blit to texture/swapchain in the FrameGraph and fixes RenderTextureBlit
- Dummy attachments were added to the FrameGraph class to handle link without texture (used to setup a dependency between two passes with no texture)
- FramePass now supports custom access/layout/usage for inputs
* Graphics/RenderTarget: Allow to set any RenderTarget as output
This changes makes the whole rendering independent from the RenderFrame acquired from the Swapchain.
This may allow to do offscreen rendering (= without swapchain), or multi-window rendering in the future
- RenderTarget have been moved to the Graphics module and are now lightweight objects between the target of rendering (swapchain or texture)
- RenderTexture no longer require a blit between the framegraph texture and the target texture (the target texture is now directly rendered onto using a new feature of the framegraph)
- ForwardFramePipeline viewers are now properly ordered by render order
- Add support for per-viewer shadows
- Add cascaded shadow mapping for directional lights (wip)
- Rework the way lights are sent to the shaders (they are now selected once per viewer)
- Fixes PointLight shadow mapping (using a dedicated pass)
- Lights out of frustum for every viewers are no longer processed (wip)
This can happen with ECS components which are mostly stable in memory, when destroying a graphics entity and recreating it (even with a different mesh) its pointer may not change due to memory recycling, especially on simple scenes.
A UInt8 generation counter helps prevents this
* Move code to NazaraUtils and NZSL packages
* Reorder includes
* Tests: Remove glslang and spirv-tools deps
* Tests: Remove glslang init
* Remove NazaraUtils tests and fix Vector4Test
* Fix Linux compilation
* Update msys2-build.yml
* Fix assimp package
* Update xmake.lua
* Update xmake.lua
* Fix shader compilation on MinGW
* Final fixes
* The final fix 2: the fix strikes back!
* Disable cache on CI
* The return of the fix™️