#include "world_builder_state.h" #include "core/application.h" #include "core/window.h" #include "core/hdri_manager.h" #include "rendering/renderer.h" #include "rendering/shader.h" #include "rendering/vertex_array.h" #include "rendering/vertex_buffer.h" #include "rendering/index_buffer.h" #include "rendering/texture.h" #include #include #include #include #include #include #include #include #include #include #include namespace Donut { auto WorldBuilderState::on_enter() -> void { DONUT_INFO("Entering World Builder State"); ImGuizmo::Enable(true); m_camera.set_camera_mode(CameraMode::Orbital); m_camera.set_orbital_target(glm::vec3(0.0f, 0.0f, 0.0f)); m_camera.set_orbital_radius(15.0f); m_camera.set_orbital_limits(2.0f, 200.0f); m_camera.set_orbital_speed(0.01f); m_camera.set_zoom_speed(2.0f); m_camera.set_azimuth(0.0f); m_camera.set_elevation(static_cast(std::numbers::pi) / 3.0f); m_camera.update_orbital(); m_sphere_shader = Ref(Shader::create("assets/shaders/Sphere.glsl")); m_skybox_shader = Ref(Shader::create("assets/shaders/Skybox.glsl")); m_grid_shader = Ref(Shader::create("assets/shaders/Grid.glsl")); if (!m_sphere_shader) DONUT_ERROR("Failed to create sphere shader"); if (!m_skybox_shader) DONUT_ERROR("Failed to create skybox shader"); if (!m_grid_shader) DONUT_ERROR("Failed to create grid shader"); initialize_sphere_geometry(); initialize_skybox_geometry(); initialize_grid_geometry(); auto& hdri_manager = HDRIManager::get(); m_hdri_environment = hdri_manager.get_current_hdri(); if (!m_hdri_environment) { hdri_manager.set_current_hdri("assets/hdri/HDR_blue_nebulae-1.hdr"); m_hdri_environment = hdri_manager.get_current_hdri(); if (!m_hdri_environment) DONUT_WARN("Failed to load default HDRI for WorldBuilder, using fallback"); } Material black_hole_material(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f); m_black_hole = Object(glm::vec3(0.0f, 0.0f, 0.0f), 2.0f, black_hole_material); m_black_hole_initialized = true; // Set default grid size m_grid_size = 10.0f; m_initialized = true; } auto WorldBuilderState::on_exit() -> void { DONUT_INFO("Exiting World Builder State"); } auto WorldBuilderState::on_update(float delta_time) -> void { if (m_camera_dragging && !ImGuizmo::IsUsing()) { GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); glm::vec2 current_mouse_pos(xpos, ypos); glm::vec2 delta = current_mouse_pos - m_last_mouse_pos; float sensitivity = 0.005f; float azimuth_delta = delta.x * sensitivity; float elevation_delta = -delta.y * sensitivity; float new_azimuth = m_camera.get_azimuth() + azimuth_delta; float new_elevation = m_camera.get_elevation() + elevation_delta; new_elevation = glm::clamp(new_elevation, 0.01f, static_cast(std::numbers::pi) - 0.01f); m_camera.set_azimuth(new_azimuth); m_camera.set_elevation(new_elevation); m_camera.update_orbital(); m_last_mouse_pos = current_mouse_pos; } } auto WorldBuilderState::on_render() -> void { auto& hdri_manager = HDRIManager::get(); m_hdri_environment = hdri_manager.get_current_hdri(); RenderCommand::set_clear_color(glm::vec4(0.1f, 0.1f, 0.1f, 1.0f)); RenderCommand::clear(); if (m_hdri_environment) render_skybox(); if (m_show_grid) render_grid(); render_scene(); } auto WorldBuilderState::on_event(Event& event) -> void { EventDispatcher dispatcher(event); dispatcher.dispatch([this](MouseButtonPressedEvent& e) { if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) { if (ImGuizmo::IsUsing() || ImGuizmo::IsOver()) return false; GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); int width, height; glfwGetFramebufferSize(window, &width, &height); float ndc_x = (2.0f * static_cast(xpos)) / static_cast(width) - 1.0f; float ndc_y = 1.0f - (2.0f * static_cast(ypos)) / static_cast(height); glm::vec4 rayStart_NDC(ndc_x, ndc_y, -1.0f, 1.0f); glm::vec4 rayEnd_NDC(ndc_x, ndc_y, 0.0f, 1.0f); glm::mat4 inv_vp = glm::inverse(m_camera.get_projection_matrix() * m_camera.get_view_matrix()); glm::vec4 rayStart_World = inv_vp * rayStart_NDC; glm::vec4 rayEnd_World = inv_vp * rayEnd_NDC; rayStart_World /= rayStart_World.w; rayEnd_World /= rayEnd_World.w; glm::vec3 ray_dir = glm::normalize(glm::vec3(rayEnd_World - rayStart_World)); glm::vec3 ray_origin = glm::vec3(rayStart_World); float closest_distance = std::numeric_limits::max(); int closest_object_index = -1; if (m_black_hole_initialized) { glm::vec3 oc = ray_origin - m_black_hole.m_centre; float a = glm::dot(ray_dir, ray_dir); float b = 2.0f * glm::dot(oc, ray_dir); float c = glm::dot(oc, oc) - m_black_hole.m_radius * m_black_hole.m_radius; float discriminant = b * b - 4 * a * c; if (discriminant > 0) { float t1 = (-b - sqrt(discriminant)) / (2.0f * a); float t2 = (-b + sqrt(discriminant)) / (2.0f * a); if (t1 > 0 && t1 < closest_distance) { closest_distance = t1; closest_object_index = -2; } else if (t2 > 0 && t2 < closest_distance) { closest_distance = t2; closest_object_index = -2; } } } for (size_t i = 0; i < m_scene.objs.size(); ++i) { const Object& obj = m_scene.objs[i]; glm::vec3 oc = ray_origin - obj.m_centre; float a = glm::dot(ray_dir, ray_dir); float b = 2.0f * glm::dot(oc, ray_dir); float c = glm::dot(oc, oc) - obj.m_radius * obj.m_radius; float discriminant = b * b - 4 * a * c; if (discriminant > 0) { float t1 = (-b - sqrt(discriminant)) / (2.0f * a); float t2 = (-b + sqrt(discriminant)) / (2.0f * a); if (t1 > 0 && t1 < closest_distance) { closest_distance = t1; closest_object_index = static_cast(i); } else if (t2 > 0 && t2 < closest_distance) { closest_distance = t2; closest_object_index = static_cast(i); } } } if (closest_object_index >= 0) { m_selected_object_index = closest_object_index; DONUT_INFO("Selected object {}", closest_object_index); return true; } else if (closest_object_index == -2) { m_selected_object_index = -1; DONUT_INFO("Black hole clicked (not selectable)"); return true; } else { m_selected_object_index = -1; m_camera_dragging = true; m_last_mouse_pos = glm::vec2(xpos, ypos); } return true; } return false; }); dispatcher.dispatch([this](MouseButtonReleasedEvent& e) { if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) { if (!ImGuizmo::IsUsing()) m_camera_dragging = false; return true; } return false; }); dispatcher.dispatch([this](WindowResizeEvent& e) { int new_width = e.get_width(); int new_height = e.get_height(); if (new_width > 0 && new_height > 0) { float aspect = static_cast(new_width) / static_cast(new_height); m_camera.set_projection(45.0f, aspect, 0.1f, 1000.0f); } return false; }); dispatcher.dispatch([this](MouseScrolledEvent& e) { float zoom_speed = 0.1f; float zoom_delta = e.get_y_offset() * zoom_speed; double current_radius = m_camera.get_orbital_radius(); double new_radius = current_radius - zoom_delta * current_radius * 0.1f; double min_radius = 2.0f; double max_radius = 200.0f; new_radius = glm::clamp(new_radius, min_radius, max_radius); m_camera.set_orbital_radius(new_radius); m_camera.update_orbital(); return true; }); dispatcher.dispatch([this](KeyPressedEvent& e) { if (m_selected_object_index >= 0 && m_selected_object_index < static_cast(m_scene.objs.size())) { switch (e.get_key_code()) { case GLFW_KEY_M: m_gizmo_operation = ImGuizmo::TRANSLATE; return true; case GLFW_KEY_R: m_gizmo_operation = ImGuizmo::ROTATE; return true; case GLFW_KEY_S: m_gizmo_operation = ImGuizmo::SCALE; return true; } } return false; }); } auto WorldBuilderState::on_im_ui_render() -> void { GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); int width, height; glfwGetFramebufferSize(window, &width, &height); ImGuiViewport* vp = ImGui::GetMainViewport(); ImGuizmo::SetRect(vp->Pos.x, vp->Pos.y, vp->Size.x, vp->Size.y); ImGui::SetNextWindowSize(ImVec2(400, 600), ImGuiCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver); ImGui::Begin("World Builder", nullptr, ImGuiWindowFlags_NoCollapse); ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[0]); ImGui::TextColored(ImVec4(0.8f, 0.8f, 1.0f, 1.0f), "World Builder"); ImGui::PopFont(); ImGui::Separator(); if (ImGui::CollapsingHeader("Scene Info")) { ImGui::Text("Objects in scene: %zu/16 (+ 1 black hole)", m_scene.objs.size()); ImGui::Separator(); ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "Camera Info:"); glm::vec3 camera_pos = m_camera.get_orbital_position(); glm::vec3 target = m_camera.get_orbital_target(); ImGui::Text("Position: (%.2f, %.2f, %.2f)", camera_pos.x, camera_pos.y, camera_pos.z); ImGui::Text("Target: (%.2f, %.2f, %.2f)", target.x, target.y, target.z); ImGui::Text("Distance: %.2f", m_camera.get_orbital_radius()); ImGui::Text("Azimuth: %.1f°", glm::degrees(m_camera.get_azimuth())); ImGui::Text("Elevation: %.1f°", glm::degrees(m_camera.get_elevation())); ImGui::Separator(); if (ImGui::Button("Reset Camera")) { m_camera.set_orbital_radius(15.0f); m_camera.set_azimuth(0.0f); m_camera.set_elevation(static_cast(std::numbers::pi) / 3.0f); m_camera.set_orbital_target(glm::vec3(0.0f, 0.0f, 0.0f)); m_camera.update_orbital(); } ImGui::SameLine(); if (ImGui::Button("Clear Scene")) clear_scene(); ImGui::SameLine(); if (ImGui::Button("Focus on Objects")) { if (!m_scene.objs.empty()) { glm::vec3 center(0.0f); for (const auto& obj : m_scene.objs) center += obj.m_centre; center /= static_cast(m_scene.objs.size()); m_camera.set_orbital_target(center); m_camera.update_orbital(); } } } ImGui::Spacing(); if (ImGui::CollapsingHeader("create Object")) { ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "New Sphere"); ImGui::Separator(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1.0f), "Objects: %zu/16", m_scene.objs.size()); ImGui::Text("Position:"); ImGui::DragFloat3("##Position", &m_new_object_position.x, 0.1f); ImGui::Text("Radius:"); ImGui::DragFloat("##Radius", &m_new_object_radius, 0.1f, 0.1f, 10.0f); ImGui::Text("Color:"); ImGui::ColorEdit3("##Color", &m_new_object_color.x); ImGui::Text("Specular:"); ImGui::SliderFloat("##Specular", &m_new_object_specular, 0.0f, 1.0f); ImGui::Text("Emission:"); ImGui::SliderFloat("##Emission", &m_new_object_emission, 0.0f, 1.0f); ImGui::Spacing(); if (m_scene.objs.size() >= 16) { ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.5f); ImGui::Button("add Sphere (Limit Reached)", ImVec2(ImGui::GetWindowWidth() - 20, 30)); ImGui::PopStyleVar(); } else { if (ImGui::Button("add Sphere", ImVec2(ImGui::GetWindowWidth() - 20, 30))) add_sphere(); } } ImGui::Spacing(); if (ImGui::CollapsingHeader("Scene Objects")) { if (m_black_hole_initialized) { ImGui::PushID(-1); ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Black Hole (Center)"); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Position: (0.00, 0.00, 0.00)"); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Radius: %.2f", m_black_hole.m_radius); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Color: Black (with white outline)"); ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Cannot be removed or modified"); ImGui::PopID(); ImGui::Separator(); } if (m_scene.objs.empty()) ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "No additional objects in scene"); else { for (size_t i = 0; i < m_scene.objs.size(); ++i) { Object& obj = m_scene.objs[i]; ImGui::PushID(static_cast(i)); bool is_selected = (m_selected_object_index == static_cast(i)); if (ImGui::Selectable(("Sphere " + std::to_string(i)).c_str(), is_selected)) m_selected_object_index = static_cast(i); if (is_selected) { ImGui::SameLine(); if (ImGui::Button("Remove")) { remove_selected_object(); } ImGui::Text("Position: (%.2f, %.2f, %.2f)", obj.m_centre.x, obj.m_centre.y, obj.m_centre.z); ImGui::Text("Radius: %.2f", obj.m_radius); ImGui::Text("Color: (%.2f, %.2f, %.2f)", obj.m_material.m_color.x, obj.m_material.m_color.y, obj.m_material.m_color.z); } ImGui::PopID(); } } } ImGui::Spacing(); if (ImGui::CollapsingHeader("Gizmo Controls")) { ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "Gizmo Operation:"); if (ImGui::RadioButton("Translate", m_gizmo_operation == ImGuizmo::TRANSLATE)) m_gizmo_operation = ImGuizmo::TRANSLATE; ImGui::SameLine(); if (ImGui::RadioButton("Rotate", m_gizmo_operation == ImGuizmo::ROTATE)) m_gizmo_operation = ImGuizmo::ROTATE; ImGui::SameLine(); if (ImGui::RadioButton("Scale", m_gizmo_operation == ImGuizmo::SCALE)) m_gizmo_operation = ImGuizmo::SCALE; ImGui::Spacing(); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Hotkeys:"); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "M = Move, R = Rotate, S = Scale"); } ImGui::Spacing(); if (ImGui::CollapsingHeader("Selection Outline")) { ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "Outline Settings:"); ImGui::Text("Outline Color:"); ImGui::ColorEdit3("##OutlineColor", &m_outline_color.x); ImGui::Text("Outline Width:"); ImGui::SliderFloat("##OutlineWidth", &m_outline_width, 0.01f, 0.9f, "%.2f"); ImGui::Spacing(); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "White rim around sphere silhouette"); } ImGui::Spacing(); if (ImGui::CollapsingHeader("Grid Settings")) { ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "Grid Settings:"); ImGui::Text("Show Grid:"); ImGui::SameLine(); ImGui::Checkbox("##ShowGrid", &m_show_grid); ImGui::Text("Grid Color:"); ImGui::ColorEdit3("##GridColor", &m_grid_color.x); ImGui::Text("Grid Alpha:"); ImGui::SliderFloat("##GridAlpha", &m_grid_alpha, 0.0f, 1.0f, "%.2f"); ImGui::Text("Grid Size:"); ImGui::SliderFloat("##GridSize", &m_grid_size, 1.0f, 500.0f, "%.1f"); ImGui::Spacing(); if (ImGui::Button("Regenerate Grid", ImVec2(ImGui::GetWindowWidth() - 20, 25))) initialize_grid_geometry(); ImGui::Spacing(); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Reference grid for spatial orientation"); } ImGui::Spacing(); if (ImGui::CollapsingHeader("HDRI Environment", nullptr)) { ImGui::TextColored(ImVec4(0.9f, 0.9f, 1.0f, 1.0f), "HDRI Settings:"); static int selected_hdri = 0; ImGui::PushID("WorldBuilderHDRI"); auto& hdri_manager = HDRIManager::get(); const auto& available_hdri = hdri_manager.get_available_hdri(); static std::vector hdri_option_names; static std::vector hdri_options; if (hdri_option_names.size() != available_hdri.size()) { hdri_option_names.clear(); hdri_options.clear(); for (const auto& path : available_hdri) { hdri_option_names.push_back(hdri_manager.get_hdri_name(path)); hdri_options.push_back(hdri_option_names.back().c_str()); } } if (ImGui::Combo("HDRI Environment", &selected_hdri, hdri_options.data(), static_cast(hdri_options.size()))) { auto& hdri_manager = HDRIManager::get(); hdri_manager.set_current_hdri(available_hdri[selected_hdri]); m_hdri_environment = hdri_manager.get_current_hdri(); } ImGui::Spacing(); ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "HDRI provides background skybox and lighting for the scene"); ImGui::PopID(); } ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); float button_width = (ImGui::GetWindowWidth() - 30) / 2.0f; if (ImGui::Button("Save Scene", ImVec2(button_width, 30))) save_scene(); ImGui::SameLine(); if (ImGui::Button("load Scene", ImVec2(button_width, 30))) load_scene(); ImGui::Spacing(); if (ImGui::Button("Start Simulation", ImVec2(ImGui::GetWindowWidth() - 20, 30))) { auto& engine = Application::get().get_engine(); engine.load_objects_from_scene(m_scene.objs); Application::get().get_state_manager().switch_to_state("Simulation"); } ImGui::Spacing(); if (ImGui::Button("Back to Config", ImVec2(ImGui::GetWindowWidth() - 20, 30))) Application::get().get_state_manager().switch_to_state("Config"); ImGui::Spacing(); ImGui::Separator(); ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Camera: Left mouse = rotate, Scroll = zoom"); ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Gizmo: M=Move, R=Rotate, S=Scale"); ImGui::End(); if (m_selected_object_index >= 0 && m_selected_object_index < static_cast(m_scene.objs.size()) && m_selected_object_index != -2) { glm::mat4 view = m_camera.get_view_matrix(); glm::mat4 projection = m_camera.get_projection_matrix(); Object& selected_obj = m_scene.objs[m_selected_object_index]; glm::mat4 object_transform = glm::mat4(1.0f); object_transform = glm::translate(object_transform, selected_obj.m_centre); object_transform = glm::scale(object_transform, glm::vec3(selected_obj.m_radius)); DONUT_INFO("Object position: ({}, {}, {})", selected_obj.m_centre.x, selected_obj.m_centre.y, selected_obj.m_centre.z); glm::vec3 camera_pos = m_camera.get_orbital_position(); DONUT_INFO("Camera position: ({}, {}, {})", camera_pos.x, camera_pos.y, camera_pos.z); glm::vec3 view_translation = glm::vec3(view[3][0], view[3][1], view[3][2]); DONUT_INFO("View translation: ({}, {}, {})", view_translation.x, view_translation.y, view_translation.z); ImGuizmo::SetDrawlist(ImGui::GetForegroundDrawList()); if (ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), m_gizmo_operation, m_gizmo_mode, glm::value_ptr(object_transform), nullptr, nullptr)) { glm::vec3 new_position = glm::vec3(object_transform[3][0], object_transform[3][1], object_transform[3][2]); selected_obj.m_centre = new_position; glm::vec3 scale = glm::vec3 ( glm::length(glm::vec3(object_transform[0])), glm::length(glm::vec3(object_transform[1])), glm::length(glm::vec3(object_transform[2])) ); selected_obj.m_radius = (scale.x + scale.y + scale.z) / 3.0f; DONUT_INFO("Matrix [3]: ({}, {}, {}, {})", object_transform[3][0], object_transform[3][1], object_transform[3][2], object_transform[3][3]); DONUT_INFO("New position: ({}, {}, {})", new_position.x, new_position.y, new_position.z); } } } auto WorldBuilderState::add_sphere() -> void { if (m_scene.objs.size() >= 16) { DONUT_WARN("Cannot add more objects. Maximum of 16 objects reached."); return; } Material material(m_new_object_color, m_new_object_specular, m_new_object_emission); Object sphere(m_new_object_position, m_new_object_radius, material); m_scene.objs.push_back(sphere); m_selected_object_index = static_cast(m_scene.objs.size() - 1); m_new_object_position = glm::vec3(0.0f, 0.0f, 0.0f); m_new_object_radius = 1.0f; m_new_object_color = glm::vec3(1.0f, 1.0f, 1.0f); m_new_object_specular = 0.5f; m_new_object_emission = 0.0f; DONUT_INFO("Added sphere to scene and selected it"); } auto WorldBuilderState::remove_selected_object() -> void { if (m_selected_object_index >= 0 && m_selected_object_index < static_cast(m_scene.objs.size())) { m_scene.objs.erase(m_scene.objs.begin() + m_selected_object_index); m_selected_object_index = -1; DONUT_INFO("Removed object from scene"); } } auto WorldBuilderState::clear_scene() -> void { m_scene.objs.clear(); m_selected_object_index = -1; DONUT_INFO("Cleared scene (black hole remains at center)"); } auto WorldBuilderState::save_scene() -> void { nlohmann::json scene_data; scene_data["objects"] = nlohmann::json::array(); for (const auto& obj : m_scene.objs) { nlohmann::json sphere_data; sphere_data["position"] = { obj.m_centre.x, obj.m_centre.y, obj.m_centre.z }; sphere_data["color"] = { obj.m_material.m_color.x, obj.m_material.m_color.y, obj.m_material.m_color.z }; sphere_data["radius"] = obj.m_radius; sphere_data["specular"] = obj.m_material.m_specular; sphere_data["emission"] = obj.m_material.m_emission; scene_data["objects"].push_back(sphere_data); } std::ofstream file("Scene.json"); if (file.is_open()) { file << scene_data.dump(4); file.close(); DONUT_INFO("Scene saved to Scene.json (black hole always present at center)"); } else DONUT_ERROR("Failed to save scene"); } auto WorldBuilderState::load_scene() -> void { std::ifstream file("Scene.json"); if (file.is_open()) { m_scene.objs.clear(); m_selected_object_index = -1; nlohmann::json scene_data; file >> scene_data; if (scene_data.contains("objects")) { for (const auto& sphere_data : scene_data["objects"]) { glm::vec3 position; glm::vec3 color; float radius; float specular; float emission; auto pos_array = sphere_data["position"]; position.x = pos_array[0].get(); position.y = pos_array[1].get(); position.z = pos_array[2].get(); auto color_array = sphere_data["color"]; color.x = color_array[0].get(); color.y = color_array[1].get(); color.z = color_array[2].get(); radius = sphere_data["radius"].get(); specular = sphere_data["specular"].get(); emission = sphere_data["emission"].get(); Material material(color, specular, emission); Object sphere(position, radius, material); m_scene.objs.push_back(sphere); } } file.close(); DONUT_INFO("Scene loaded from Scene.json (black hole remains at center)"); } else DONUT_ERROR("Failed to load scene"); } auto WorldBuilderState::initialize_sphere_geometry() -> void { std::vector vertices; std::vector indices; const int segments = 32; const int rings = 16; for (int ring = 0; ring <= rings; ++ring) { float phi = static_cast(std::numbers::pi) * ring / rings; float sin_phi = sin(phi); float cos_phi = cos(phi); for (int segment = 0; segment <= segments; ++segment) { float theta = 2.0f * static_cast(std::numbers::pi) * segment / segments; float sin_theta = sin(theta); float cos_theta = cos(theta); float x = cos_theta * sin_phi; float y = cos_phi; float z = sin_theta * sin_phi; float nx = x; float ny = y; float nz = z; vertices.push_back(x); vertices.push_back(y); vertices.push_back(z); vertices.push_back(nx); vertices.push_back(ny); vertices.push_back(nz); } } for (int ring = 0; ring < rings; ++ring) { for (int segment = 0; segment < segments; ++segment) { uint32_t first = ring * (segments + 1) + segment; uint32_t second = first + segments + 1; indices.push_back(first); indices.push_back(second); indices.push_back(first + 1); indices.push_back(second); indices.push_back(second + 1); indices.push_back(first + 1); } } auto vertex_buffer = Ref(VertexBuffer::create(vertices.data(), static_cast(vertices.size() * sizeof(float)))); VertexBufferLayout layout; layout.push(3); layout.push(3); vertex_buffer->set_layout(layout); auto index_buffer = Ref(IndexBuffer::create(indices.data(), static_cast(indices.size()))); m_sphere_vao = Ref(VertexArray::create()); m_sphere_vao->add_vertex_buffer(vertex_buffer); m_sphere_vao->set_index_buffer(index_buffer); } auto WorldBuilderState::render_scene() -> void { GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); int width, height; glfwGetFramebufferSize(window, &width, &height); RenderCommand::set_viewport(0, 0, width, height); RenderCommand::enable_depth_test(); glm::mat4 view = m_camera.get_view_matrix(); glm::mat4 projection = m_camera.get_projection_matrix(); glm::mat4 view_projection = projection * view; glm::vec3 light_pos = m_scene.m_light_pos; glm::vec3 camera_pos = m_camera.get_orbital_position(); m_sphere_shader->bind(); m_sphere_shader->set_mat4("u_ViewProjection", view_projection); m_sphere_shader->set_float3("u_LightPos", light_pos); m_sphere_shader->set_float3("u_CameraPos", camera_pos); m_sphere_shader->set_float3("u_OutlineColor", m_outline_color); m_sphere_shader->set_float("u_OutlineWidth", m_outline_width); if (m_hdri_environment) { m_hdri_environment->bind(1); m_sphere_shader->set_int("u_HDRIEnvironment", 1); } if (m_black_hole_initialized) { glm::mat4 black_hole_transform = glm::translate(glm::mat4(1.0f), m_black_hole.m_centre); black_hole_transform = glm::scale(black_hole_transform, glm::vec3(m_black_hole.m_radius)); m_sphere_shader->set_mat4("u_Transform", black_hole_transform); m_sphere_shader->set_int("u_IsSelected", 1); m_sphere_shader->set_float3("u_Color", m_black_hole.m_material.m_color); m_sphere_shader->set_float("u_Emission", m_black_hole.m_material.m_emission); m_sphere_shader->set_float("u_Specular", m_black_hole.m_material.m_specular); m_sphere_shader->set_float("u_OutlineWidth", 0.3f); m_sphere_vao->bind(); RenderCommand::draw_indexed(m_sphere_vao); m_sphere_shader->set_float("u_OutlineWidth", m_outline_width); } for (size_t i = 0; i < m_scene.objs.size(); ++i) { const auto& obj = m_scene.objs[i]; glm::mat4 transform = glm::translate(glm::mat4(1.0f), obj.m_centre); transform = glm::scale(transform, glm::vec3(obj.m_radius)); m_sphere_shader->set_mat4("u_Transform", transform); bool is_selected = (m_selected_object_index == static_cast(i)); m_sphere_shader->set_int("u_IsSelected", is_selected ? 1 : 0); if (is_selected) { glm::vec3 highlight_color = obj.m_material.m_color * 1.5f; highlight_color = glm::clamp(highlight_color, 0.0f, 1.0f); m_sphere_shader->set_float3("u_Color", highlight_color); m_sphere_shader->set_float("u_Emission", 0.2f); } else { m_sphere_shader->set_float3("u_Color", obj.m_material.m_color); m_sphere_shader->set_float("u_Emission", obj.m_material.m_emission); } m_sphere_shader->set_float("u_Specular", obj.m_material.m_specular); m_sphere_vao->bind(); RenderCommand::draw_indexed(m_sphere_vao); } RenderCommand::disable_depth_test(); } auto WorldBuilderState::initialize_skybox_geometry() -> void { float skybox_vertices[] = { -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }; auto vertex_buffer = Ref(VertexBuffer::create(skybox_vertices, sizeof(skybox_vertices))); VertexBufferLayout layout; layout.push(3); vertex_buffer->set_layout(layout); m_skybox_vao = Ref(VertexArray::create()); m_skybox_vao->add_vertex_buffer(vertex_buffer); } auto WorldBuilderState::render_skybox() -> void { if (!m_skybox_shader || !m_skybox_vao || !m_hdri_environment) return; GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); int width, height; glfwGetFramebufferSize(window, &width, &height); RenderCommand::set_viewport(0, 0, width, height); RenderCommand::disable_depth_test(); glm::mat4 view = m_camera.get_view_matrix(); glm::mat4 projection = m_camera.get_projection_matrix(); view = glm::mat4(glm::mat3(view)); m_skybox_shader->bind(); m_skybox_shader->set_mat4("u_View", view); m_skybox_shader->set_mat4("u_Projection", projection); m_hdri_environment->bind(0); m_skybox_shader->set_int("u_Skybox", 0); m_skybox_vao->bind(); RenderCommand::draw_arrays(36); RenderCommand::enable_depth_test(); } auto WorldBuilderState::initialize_grid_geometry() -> void { if (m_grid_vao) { m_grid_vao->unbind(); m_grid_vao.reset(); } const float grid_size = 50.0f; const int grid_lines = 101; const float half_size = grid_size * 0.5f; const float step = grid_size / (grid_lines - 1); std::vector vertices; std::vector indices; for (int i = 0; i < grid_lines; ++i) { float z = -half_size + i * step; vertices.push_back(-half_size); vertices.push_back(0.0f); vertices.push_back(z); vertices.push_back(half_size); vertices.push_back(0.0f); vertices.push_back(z); uint32_t base_index = static_cast(vertices.size() / 3) - 2; indices.push_back(base_index); indices.push_back(base_index + 1); } for (int i = 0; i < grid_lines; ++i) { float x = -half_size + i * step; vertices.push_back(x); vertices.push_back(0.0f); vertices.push_back(-half_size); vertices.push_back(x); vertices.push_back(0.0f); vertices.push_back(half_size); uint32_t base_index = static_cast(vertices.size() / 3) - 2; indices.push_back(base_index); indices.push_back(base_index + 1); } auto vertex_buffer = Ref(VertexBuffer::create(vertices.data(), static_cast(vertices.size() * sizeof(float)))); VertexBufferLayout layout; layout.push(3); vertex_buffer->set_layout(layout); auto index_buffer = Ref(IndexBuffer::create(indices.data(), static_cast(indices.size()))); m_grid_vao = Ref(VertexArray::create()); m_grid_vao->add_vertex_buffer(vertex_buffer); m_grid_vao->set_index_buffer(index_buffer); m_grid_vao->unbind(); } auto WorldBuilderState::render_grid() -> void { if (!m_grid_shader || !m_grid_vao) return; GLFWwindow* window = static_cast(Application::get().get_window().get_native_window()); int width, height; glfwGetFramebufferSize(window, &width, &height); RenderCommand::set_viewport(0, 0, width, height); RenderCommand::enable_depth_test(); RenderCommand::enable_blending(); glm::mat4 view = m_camera.get_view_matrix(); glm::mat4 projection = m_camera.get_projection_matrix(); glm::mat4 view_projection = projection * view; glm::mat4 transform = glm::mat4(1.0f); glm::vec3 camera_pos = m_camera.get_orbital_position(); m_grid_shader->bind(); m_grid_shader->set_mat4("u_ViewProjection", view_projection); m_grid_shader->set_mat4("u_Transform", transform); m_grid_shader->set_float3("u_GridColor", m_grid_color); m_grid_shader->set_float("u_GridAlpha", m_grid_alpha); m_grid_shader->set_float("u_GridSize", m_grid_size); m_grid_shader->set_float3("u_CameraPos", camera_pos); m_grid_vao->bind(); RenderCommand::draw_lines(m_grid_vao); // Clean up state to prevent conflicts with scene rendering m_grid_vao->unbind(); m_grid_shader->unbind(); RenderCommand::disable_blending(); // Ensure depth test is still enabled for scene rendering RenderCommand::enable_depth_test(); } };