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path: root/src/states/world_builder_state.h
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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;
        
        void on_enter()                 override;
        void on_exit()                  override;
        void on_update(float delta_time) override;
        void on_render()                override;
        void on_im_ui_render()            override;
        void on_event(Event& event)     override;
    private:
        void add_sphere();
        void remove_selected_object();
        void clear_scene();
        void save_scene();
        void load_scene();
        void render_scene();
        void initialize_sphere_geometry();
    private:
        Scene  m_scene;
        Camera m_camera;
        bool   m_initialized = false;
        
        Ref<Shader>      m_sphere_shader;
        Ref<VertexArray> m_sphere_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;

        glm::vec3 m_outline_color = glm::vec3(1.0f, 1.0f, 1.0f);
        float     m_outline_width = 0.25f;
    };
};