emil28092005
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2d30dec01c
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feat: Dear ImGui editor, GLTF materials, scene serialization
- ImGuiLayer: entity inspector (Transform/Material/Light/Camera editing),
hierarchy panel, debug overlay with FPS graph (rlImgui-cs + ImGui.NET)
- GltfLoader.LoadWithMaterials: extracts PBR albedo, roughness, metallic,
base color texture from glTF files
- SceneSerializer: save/load ECS world to/from JSON with custom
Vector3/Quaternion converters, 6 tests
- ImGui disabled in tour/test mode to keep screenshots clean
- 66/66 tests passing
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2026-06-17 14:12:02 +03:00 |
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emil28092005
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fb6e26a268
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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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2026-06-17 13:49:12 +03:00 |
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