- 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
53 lines
1.4 KiB
C#
53 lines
1.4 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 TransformTests
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{
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[Fact]
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public void Identity_Transform_Produces_Identity_Matrix()
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{
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var t = new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One);
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var m = t.GetMatrix();
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Assert.Equal(Matrix4x4.Identity, m);
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}
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[Fact]
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public void Translation_Appears_In_Matrix()
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{
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var t = new Transform(new Vector3(1, 2, 3), Quaternion.Identity, Vector3.One);
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var m = t.GetMatrix();
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Assert.Equal(1f, m.M41);
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Assert.Equal(2f, m.M42);
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Assert.Equal(3f, m.M43);
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}
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[Fact]
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public void Scale_Affects_Matrix_Diagonal()
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{
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var t = new Transform(Vector3.Zero, Quaternion.Identity, new Vector3(2, 3, 4));
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var m = t.GetMatrix();
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Assert.Equal(2f, m.M11);
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Assert.Equal(3f, m.M22);
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Assert.Equal(4f, m.M33);
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}
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[Fact]
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public void Rotation_Around_Y_Rotates_X_Axis()
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{
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var angle = MathF.PI / 2f;
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var rot = Quaternion.CreateFromAxisAngle(Vector3.UnitY, angle);
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var t = new Transform(Vector3.Zero, rot, Vector3.One);
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var m = t.GetMatrix();
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var xAxis = new Vector3(m.M11, m.M21, m.M31);
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Assert.Equal(0f, xAxis.X, 0.001f);
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Assert.Equal(0f, xAxis.Y, 0.001f);
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Assert.Equal(1f, xAxis.Z, 0.001f);
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}
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}
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