- 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
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using Engine.Core;
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namespace Engine.Graphics;
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/// <summary>
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/// Factory for creating concrete graphics backends by name.
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/// Backends register themselves so the app only depends on the HAL interfaces.
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/// Each backend creates and owns its own window.
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/// </summary>
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public static class RenderBackendFactory
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{
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private static readonly Dictionary<string, Func<int, int, bool, IRenderContext>> _registry
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= new(StringComparer.OrdinalIgnoreCase);
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/// <summary>
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/// Register a backend implementation under the given name.
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/// The factory receives (width, height, enableValidation) and must create
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/// its own window and render context.
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/// </summary>
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public static void Register(string name, Func<int, int, bool, IRenderContext> factory)
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{
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_registry[name] = factory;
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}
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/// <summary>
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/// Create a backend instance for the given name.
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/// The backend assembly must have registered itself before this is called.
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/// </summary>
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public static IRenderContext Create(string name, int width, int height, bool enableValidation)
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{
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if (!_registry.TryGetValue(name, out var factory))
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throw new NotSupportedException($"No graphics backend named '{name}' is registered.");
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return factory(width, height, enableValidation);
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}
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}
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