- 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
42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
using Engine.Core;
|
|
using Engine.Graphics;
|
|
|
|
namespace Engine.Tests;
|
|
|
|
public class RenderBackendFactoryTests
|
|
{
|
|
private sealed class FakeRenderContext : IRenderContext
|
|
{
|
|
public IWindow Window => null!;
|
|
public IRenderer CreateRenderer() => null!;
|
|
public void Resize(int width, int height) { }
|
|
public void Dispose() { }
|
|
}
|
|
|
|
[Fact]
|
|
public void Create_Returns_Registered_Backend()
|
|
{
|
|
RenderBackendFactory.Register("fake-test", (_, _, _) => new FakeRenderContext());
|
|
|
|
var ctx = RenderBackendFactory.Create("fake-test", 800, 600, false);
|
|
|
|
Assert.IsType<FakeRenderContext>(ctx);
|
|
}
|
|
|
|
[Fact]
|
|
public void Create_Throws_For_Unknown_Backend()
|
|
{
|
|
Assert.Throws<NotSupportedException>(() =>
|
|
RenderBackendFactory.Create("nonexistent", 800, 600, false));
|
|
}
|
|
|
|
[Fact]
|
|
public void Register_Is_Case_Insensitive()
|
|
{
|
|
RenderBackendFactory.Register("CaseTest", (_, _, _) => new FakeRenderContext());
|
|
|
|
var ctx = RenderBackendFactory.Create("casetest", 1, 1, false);
|
|
Assert.IsType<FakeRenderContext>(ctx);
|
|
}
|
|
}
|