feat: Complete Editor Suite (UI, Persistence, JSON config) & Render Fixes#33
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r-baruah wants to merge 50 commits intoOpen-Source-Chandigarh:devfrom
Open
feat: Complete Editor Suite (UI, Persistence, JSON config) & Render Fixes#33r-baruah wants to merge 50 commits intoOpen-Source-Chandigarh:devfrom
r-baruah wants to merge 50 commits intoOpen-Source-Chandigarh:devfrom
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…handigarh#34 - RMB hold captures mouse for camera rotation - RMB release shows cursor for UI interaction - Respects ImGui.WantCaptureMouse/Keyboard - Cursor visible by default (editor mode) - Removed obsolete ESC toggle binding
…ss post-processing
Previously, the renderer used the raw loop index when generating point shadow maps, regardless of whether a light was enabled or disabled. the LightManager packs only active lights into the UBO (contiguous memory), but the shadow pass was skipping indices. This mismatch caused the shader to read light data at index N but sample a shadow map layer intended for a different light index, resulting in detached or missing shadows. fixed by introducing a decoupled shadowLayerIndex that only increments for enabled lights, ensuring the shadow map array matches the UBO structure.
Improved performance (Fps) by adding a proxy mesh for high poly meshes like the backpack in the model loading scene, disabled vsync.
This allows the SceneSerializer to retrieve the original file path when saving the scene, enabling texture persistence across sessions.
- Added logic to save and restore texture paths/types for MaterialOverrides. - Includes texture type to string conversion helpers. - Filters out procedural textures like cubemaps from serialization. - Uses ResourceManager to automatically reload textures on scene deserialization.
- Added 'Remove' button for textures with deferred removal logic. - Improved 'Load Texture' popup with TextureType selection (Diffuse/Specular/Normal etc). - Ensured material properties default to neutral values (White/32.0f) on creation. - Clean up texture UV display and added tooltips for better UX.
…pass implementation - Replaced 3-shader pipeline with optimized 1-shader Mask pass. - Reduced resource footprint (2 dedicated FBOs -> 1 shared R8 FBO). - Implemented resolution-adaptive thickness for consistent UI scaling.
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This PR implements the full Editor tooling, along with the persistence system and several rendering fixes.
Key Changes
SceneSerializerusingnlohmann/json.scenes/directory to prevent crashes on first save.Implemented "Hold RMB to Look" camera behavior.
Added
Ctrl+S(Save) andCtrl+O(Load) shortcuts.Fixes UX improvement: Replace 'Toggle' Mouse Capture with 'Hold-to-Look' #34 (Toggle mouse capture replaced with hold-to-look)
Input bindings are now loaded from
resources/config/input.json.Upgraded GLFW to 3.4 in CMake to support the newer ImGui backend features.