Initial commit
Moved the light rendering into seperate classes.
Implimented basic cascaded shadows.
Debug drawing.

Bounding box calculation for model instances.
Got hdr semi-working.
Moved a lot of files around to allow for a cpp version of the renderer.
Started writing the cpp version of the renderer.
Got model rendering working, combine phase is just diffuse.

New tank scene.
Added input classes.

Added some more properties to the camera.
Added new helper classes in devicestates.h for various blend/raster/depth/
sampler states.

Added the device states to the base postprocess and lightrenderer classes.

Fixed various incorrect state setting using the new state classes.

Begun to set up shadow rendering in the directional light renderer.

Added a second light to the render scene.
Added depth rendering to the model renderer.

Preparing the shadow map rendering in directional light renderer.

Some basic intersection tests for frustum and spheres/boxes to cull.
Removed the DXUT precompiled header

Switched all vector math to xnamath

working on shadows.
Working shadowed directional lights.
Added the beginings of the point light renderer.
Using an sdkmesh instead of .x mesh.

Point light rendering is working (no shadows).
Set up the post process chain.

Tweaks to point lighting and the blend states while rendering meshes.
Added perf events.

Fixed a bug in the frustum creation.

Added some extra lights to the default scene.
Added a paper on sky lighting.
Added a read only depth stencil to the gbuffer so that depth comparisons can be
used while preforming lighting calculations.
Added the sponza model.

Bug fix in model orientation, now uses yaw pitch roll vector instead of a
quarternion.

Game now has one scene model.