- 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
120 lines
3.0 KiB
C#
120 lines
3.0 KiB
C#
using System.Numerics;
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using Engine.Core;
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using Engine.Graphics;
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namespace Engine.Tests;
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public class MeshMathTests
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{
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[Fact]
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public void Computes_Normal_For_CCW_Triangle()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(0, 1, 0));
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Assert.Equal(0f, n.X, 0.001f);
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Assert.Equal(0f, n.Y, 0.001f);
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Assert.Equal(1f, n.Z, 0.001f);
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}
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[Fact]
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public void Normal_Is_Unit_Length()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(3, 0, 0),
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new Vector3(0, 4, 0));
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Assert.Equal(1f, n.Length(), 0.001f);
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}
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[Fact]
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public void Degenerate_Triangle_Falls_Back_To_UnitY()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(2, 0, 0));
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Assert.Equal(Vector3.UnitY, n);
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}
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}
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public class ProceduralMeshTests
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{
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[Fact]
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public void Sphere_Has_Correct_Vertex_Count()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 16, 8, Vector3.One);
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Assert.Equal((8 + 1) * (16 + 1), mesh.Vertices.Length);
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}
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[Fact]
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public void Sphere_Has_Correct_Index_Count()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 16, 8, Vector3.One);
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Assert.Equal(8 * 16 * 6, mesh.Indices.Length);
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}
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[Fact]
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public void Sphere_Vertices_Lie_On_Surface()
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{
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const float radius = 2.5f;
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var mesh = ProceduralMesh.CreateSphere(radius, 8, 4, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(radius, v.Position.Length(), 0.001f);
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}
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[Fact]
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public void Sphere_Normals_Are_Unit_Length()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 8, 4, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(1f, v.Normal.Length(), 0.001f);
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}
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[Fact]
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public void Sphere_Top_Pole_At_Positive_Y()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 8, 4, Vector3.One);
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Assert.Equal(1f, mesh.Vertices[0].Position.Y, 0.001f);
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Assert.Equal(0f, mesh.Vertices[0].Position.X, 0.001f);
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Assert.Equal(0f, mesh.Vertices[0].Position.Z, 0.001f);
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}
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[Fact]
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public void Grid_Has_Correct_Vertex_Count()
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{
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var mesh = ProceduralMesh.CreateGrid(5, 1f, Vector3.One);
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var expectedLines = 2 * 5 + 1;
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Assert.Equal(expectedLines * 4 * 2, mesh.Vertices.Length);
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}
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[Fact]
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public void Grid_All_Normals_Point_Up()
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{
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var mesh = ProceduralMesh.CreateGrid(3, 1f, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(Vector3.UnitY, v.Normal);
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}
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[Fact]
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public void Grid_Extent_Matches_Lines_And_Spacing()
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{
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var mesh = ProceduralMesh.CreateGrid(10, 2f, Vector3.One);
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var maxPos = 10f * 2f;
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Assert.True(mesh.Vertices.Any(v => v.Position.X <= -maxPos));
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Assert.True(mesh.Vertices.Any(v => v.Position.X >= maxPos));
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}
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}
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