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#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 <imgui.h>
#include <ImGuizmo.h>
#include <vector>
#include <memory>
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<Shader> m_sphere_shader;
Ref<VertexArray> m_sphere_vao;
Ref<CubemapTexture> m_hdri_environment;
Ref<Shader> m_skybox_shader;
Ref<VertexArray> m_skybox_vao;
Ref<Shader> m_grid_shader;
Ref<VertexArray> 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<CubemapTexture> hdri) -> void { m_hdri_environment = hdri; }
auto get_hdri_environment() const -> Ref<CubemapTexture> { return m_hdri_environment; }
auto initialize_skybox_geometry() -> void;
auto render_skybox() -> void;
};
};
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