feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions - Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan) - Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES tonemapping, gamma correction, hemisphere ambient - Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading - Camera controllers use backend-agnostic Key enum (inverted yaw/strafe) - Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture - Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics - Vulkan backend deferred (compiles, untested, IWindow-compatible) - 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor, RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform - AGENTS.md for opencode integration
This commit is contained in:
@@ -0,0 +1,31 @@
|
||||
using Engine.Core;
|
||||
using Flecs.NET.Core;
|
||||
|
||||
namespace Engine.Graphics;
|
||||
|
||||
/// <summary>
|
||||
/// Renders the ECS world and exposes screenshot capture.
|
||||
/// Implemented by concrete graphics backends.
|
||||
/// </summary>
|
||||
public interface IRenderer : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Render one frame of the ECS world and present it.
|
||||
/// </summary>
|
||||
void RenderWorld(World world);
|
||||
|
||||
/// <summary>
|
||||
/// Request a screenshot of the next rendered frame to be saved to disk.
|
||||
/// </summary>
|
||||
void RequestScreenshot(string outputPath);
|
||||
|
||||
/// <summary>
|
||||
/// True if a screenshot has been requested but not yet captured.
|
||||
/// </summary>
|
||||
bool IsScreenshotRequested { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Provider that can asynchronously capture the current frame to PNG bytes.
|
||||
/// </summary>
|
||||
IScreenshotProvider ScreenshotProvider { get; }
|
||||
}
|
||||
Reference in New Issue
Block a user