Definitely needs a clean up pass, but I think the functionality is very
close.
There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.
I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.
We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.
I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.
Closes#1358
* [build_level] drawable actor stuff
* clean up
* improved bsphere
* windows include nonsense
* final tuning
* m_pi
* what
* going insane
* merge conflict fix
* windows
* wip
* learning about colors
* gltf node stuff working
* cleanup
* support textures
* bvh generation seems reasonable
* tree layout
* frag packer, untested and doesnt do real stripping yet
* temp
* working collide frags
* handle bad inputs better
* clean up
* format
* include
* another include
* reorganize for release build use