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
@@ -0,0 +1,35 @@
using Engine.Core;
using Engine.Graphics;
namespace Engine.Graphics.Vulkan;
/// <summary>
/// Vulkan implementation of the render HAL context.
/// Creates and owns an <see cref="Sdl3Window"/> for the Vulkan surface.
/// </summary>
public sealed class VulkanRenderContext : IRenderContext
{
private readonly Sdl3Window _window;
private readonly VulkanContext _context;
private readonly Swapchain _swapchain;
public IWindow Window => _window;
public VulkanRenderContext(int width, int height, bool enableValidation)
{
_window = new Sdl3Window("Cortex Engine", width, height, vulkanSurface: true);
_context = new VulkanContext(_window, enableValidation);
_swapchain = new Swapchain(_context);
}
public IRenderer CreateRenderer() => new VulkanRenderer(_context, _swapchain);
public void Resize(int width, int height) => _swapchain.Recreate(width, height);
public void Dispose()
{
_swapchain.Dispose();
_context.Dispose();
_window.Dispose();
}
}