refactor(editor): Complete architecture refactoring
- SceneManager: remove singleton, use dependency injection via EditorContext - SelectionManager: already interface-based via ISelectionManager - Panel: now receives IEditorContext for accessing managers - HierarchyPanel: migrated to use IEditorContext instead of singletons - Add ISceneManager interface and SceneManagerImpl - EditorContextImpl: holds all editor subsystems Architecture now follows dependency injection pattern: Application -> EditorContext -> SceneManager/SelectionManager EditorLayer -> Panels (receive context via SetContext) All Manager singletons removed: EditorSceneManager::Get(), SelectionManager::Get()
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@@ -489,6 +489,8 @@ void OpenGLCommandList::BeginRenderPass(RHIRenderPass* renderPass, RHIFramebuffe
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OpenGLFramebuffer* glFramebuffer = static_cast<OpenGLFramebuffer*>(framebuffer);
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glFramebuffer->Bind();
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if (!renderPass) return;
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OpenGLRenderPass* glRenderPass = static_cast<OpenGLRenderPass*>(renderPass);
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if (glRenderPass) {
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const AttachmentDesc* colorAttachments = glRenderPass->GetColorAttachments();
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