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feat: Complete Editor Suite (UI, Persistence, JSON config) & Render Fixes#33

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feat: Complete Editor Suite (UI, Persistence, JSON config) & Render Fixes#33
r-baruah wants to merge 50 commits intoOpen-Source-Chandigarh:devfrom
r-baruah:dev

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@r-baruah r-baruah commented Feb 7, 2026

This PR implements the full Editor tooling, along with the persistence system and several rendering fixes.

Key Changes

  1. Visual Editor (ImGui)
  • Hierarchy: Added entity list with selection/deselection and manual Save/Load buttons.
  • Inspector: Can now edit Transforms and Materials. Added proper tooltips and 48x48 texture previews for materials.
  • Lighting: Panel to add, toggle, or delete Point Lights dynamically.
  • Settings: Controls for Post-Processing (Bloom, Tone Mapping) and Debug views (Normals, Wireframe).
  1. Persistence (JSON)
  • Implemented SceneSerializer using nlohmann/json.
  • Saves Entities, Material Overrides, Lights, and PP settings.
  • Added logic to auto-create the scenes/ directory to prevent crashes on first save.
  1. Rendering Fixes
  • Selection Outline: Moved to a dedicated post-render pass using the stencil buffer. This fixes the depth issues and prevents the outline from being blurred by Bloom.
  • Debug Normals Moved to a separate forward pass so they aren't distorted by HDR/Tone Mapping.
  • Fixed an incomplete framebuffer error when using MSAA with multiple attachments.
  1. Input & UX
  • Implemented "Hold RMB to Look" camera behavior.

  • Added Ctrl+S (Save) and Ctrl+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.

…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
@r-baruah r-baruah changed the title feat(editor): Implement Scene Hierarchy, Inspector, and Interaction feat: Complete Editor Suite (UI, Persistence, JSON config) & Render Fixes Feb 9, 2026
r-baruah and others added 19 commits February 9, 2026 16:33
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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