#pragma once #include "core/camera.h" #include "core/state.h" #include "core/event.h" #include "core/log.h" #include "engine/scene.h" #include "engine/object.h" #include "rendering/renderer.h" #include "rendering/shader.h" #include "rendering/vertex_array.h" #include #include #include #include namespace Donut { class WorldBuilderState : public State { public: ~WorldBuilderState() = default; auto on_enter() -> void override; auto on_exit() -> void override; auto on_update(float delta_time) -> void override; auto on_render() -> void override; auto on_im_ui_render() -> void override; auto on_event(Event& event) -> void override; private: auto add_sphere() -> void; auto remove_selected_object() -> void; auto clear_scene() -> void; auto save_scene() -> void; auto load_scene() -> void; auto render_scene() -> void; auto initialize_sphere_geometry() -> void; auto initialize_grid_geometry() -> void; auto render_grid() -> void; private: Scene m_scene; Camera m_camera; bool m_initialized = false; Ref m_sphere_shader; Ref m_sphere_vao; Ref m_hdri_environment; Ref m_skybox_shader; Ref m_skybox_vao; Ref m_grid_shader; Ref m_grid_vao; glm::vec3 m_new_object_position = glm::vec3(0.0f, 0.0f, 0.0f); float m_new_object_radius = 1.0f; glm::vec3 m_new_object_color = glm::vec3(1.0f, 1.0f, 1.0f); float m_new_object_specular = 0.5f; float m_new_object_emission = 0.0f; int m_selected_object_index = -1; bool m_camera_dragging = false; glm::vec2 m_last_mouse_pos = glm::vec2(0.0f, 0.0f); ImGuizmo::OPERATION m_gizmo_operation = ImGuizmo::TRANSLATE; ImGuizmo::MODE m_gizmo_mode = ImGuizmo::LOCAL; bool m_show_object_list = true; bool m_show_object_creator = true; bool m_show_scene_info = true; bool m_show_gizmo_controls = true; bool m_show_outline_controls = true; bool m_show_grid = true; glm::vec3 m_outline_color = glm::vec3(1.0f, 1.0f, 1.0f); float m_outline_width = 0.25f; glm::vec3 m_grid_color = glm::vec3(0.5f, 0.5f, 0.5f); float m_grid_alpha = 0.5f; float m_grid_size = 50.0f; Object m_black_hole; bool m_black_hole_initialized = false; auto set_hdri_environment(Ref hdri) -> void { m_hdri_environment = hdri; } auto get_hdri_environment() const -> Ref { return m_hdri_environment; } auto initialize_skybox_geometry() -> void; auto render_skybox() -> void; }; };