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 +1,25 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Engine.Graphics;
|
||||
|
||||
/// <summary>
|
||||
/// Shared mesh math utilities used by loaders and procedural generators.
|
||||
/// </summary>
|
||||
public static class MeshMath
|
||||
{
|
||||
/// <summary>
|
||||
/// Compute a flat face normal from three vertex positions.
|
||||
/// Falls back to Vector3.UnitY for degenerate (zero-area) triangles.
|
||||
/// </summary>
|
||||
public 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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user