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:
emil28092005
2026-06-17 13:49:12 +03:00
parent 61f8c7065e
commit fb6e26a268
62 changed files with 22259 additions and 395 deletions
+1 -10
View File
@@ -81,14 +81,5 @@ public static class GltfLoader
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
var normal = Vector3.Cross(ab, ac);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
=> MeshMath.ComputeFaceNormal(a, b, c);
}
+1 -10
View File
@@ -84,14 +84,5 @@ public static class ObjLoader
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
var normal = Vector3.Cross(ab, ac);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
=> MeshMath.ComputeFaceNormal(a, b, c);
}