- 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
66 lines
1.6 KiB
C#
66 lines
1.6 KiB
C#
using System.Numerics;
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using Engine.Core.Components;
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namespace Engine.Tests;
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public class CameraTests
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{
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[Fact]
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public void View_Matrix_Transforms_Position_To_Origin()
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{
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var cam = new Camera(
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new Vector3(0, 0, 10),
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new Vector3(0, 0, 0),
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Vector3.UnitY,
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MathF.PI / 4f,
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16f / 9f,
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0.1f,
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100f);
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var view = cam.GetViewMatrix();
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var originInCameraSpace = Vector3.Transform(new Vector3(0, 0, 0), view);
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Assert.Equal(0f, originInCameraSpace.X, 0.001f);
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Assert.Equal(0f, originInCameraSpace.Y, 0.001f);
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Assert.Equal(-10f, originInCameraSpace.Z, 0.001f);
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}
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[Fact]
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public void Projection_Matrix_Has_Correct_Aspect_Ratio()
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{
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var cam = new Camera(
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Vector3.Zero,
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Vector3.UnitZ,
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Vector3.UnitY,
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MathF.PI / 4f,
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16f / 9f,
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0.1f,
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100f);
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var proj = cam.GetProjectionMatrix();
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Assert.True(proj.M11 > 0);
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Assert.True(proj.M22 > 0);
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Assert.Equal(0f, proj.M41, 0.001f);
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}
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[Fact]
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public void Default_Material_Has_Expected_Values()
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{
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var mat = Material.Default;
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Assert.Equal(0.5f, mat.Roughness);
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Assert.Equal(0.0f, mat.Metallic);
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Assert.False(mat.HasTexture);
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}
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[Fact]
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public void Material_With_Texture_Path_Has_Texture_Flag()
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{
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var mat = new Material(texturePath: "Content/test.png");
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Assert.True(mat.HasTexture);
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Assert.Equal("Content/test.png", mat.TexturePath);
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}
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}
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