Files
Cortex_Engine/tests/Engine.Tests/MeshAndLightTests.cs
T
emil28092005 fb6e26a268 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
2026-06-17 13:49:12 +03:00

41 lines
1.1 KiB
C#

using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
namespace Engine.Tests;
public class MeshAndLightTests
{
[Fact]
public void Mesh_Stores_Vertices_And_Indices()
{
var vertices = new[]
{
new Vertex(new Vector3(0, 0, 0), Vector3.One, Vector3.UnitY),
new Vertex(new Vector3(1, 0, 0), Vector3.One, Vector3.UnitY),
new Vertex(new Vector3(1, 1, 0), Vector3.One, Vector3.UnitY),
};
var indices = new uint[] { 0, 1, 2 };
var mesh = new Mesh(vertices, indices);
Assert.Equal(3, mesh.Vertices.Length);
Assert.Equal(3, mesh.Indices.Length);
}
[Fact]
public void Light_Direction_Is_Normalized()
{
var light = new Light(new Vector3(0, 2, 0), Vector3.One, 1.0f);
Assert.Equal(1f, light.Direction.Length(), 0.001f);
}
[Fact]
public void Light_With_Zero_Direction_Defaults_To_UnitY()
{
var light = new Light(Vector3.Zero, Vector3.One, 1.0f);
Assert.Equal(Vector3.UnitY, light.Direction);
}
}