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
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Nullable>enable</Nullable>
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<RootNamespace>Engine.Graphics.Raylib</RootNamespace>
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<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
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<DefineConstants>DEV_MODE</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)' == 'ReleaseAOT'">
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</PropertyGroup>
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<ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Engine.Graphics\Engine.Graphics.csproj" />
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<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
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</ItemGroup>
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</Project>
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