Ejemplo n.º 1
0
int main()
{
    	osgViewer::Viewer viewer;
	osg::ref_ptr<osg::Group> root (new osg::Group);

	osg::ref_ptr<osg::PositionAttitudeTransform> objectPat (new osg::PositionAttitudeTransform);
	osg::ref_ptr<osg::PositionAttitudeTransform> quadPat (new osg::PositionAttitudeTransform);
	osg::ref_ptr<osg::MatrixTransform> terrainScaleMAT (new osg::MatrixTransform);
	osg::Matrix terrainScaleMatrix;
 	terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

	osg::Vec3f objectPosTrans = osg::Vec3f(-1,3,5);
	osg::Vec3f quadPos = osg::Vec3f(5,0,0.5f);
	osg::Vec3f quadPos2 = osg::Vec3f(-5,0,0);
	//osg::Vec3f terrainScale = osg::Vec3f(0.5f,0.5f,0.5f);

	
	//Tuto9: Lighting code
	osg::ref_ptr<osg::Group> lightGroup (new osg::Group);
	osg::ref_ptr<osg::StateSet> lightSS (root->getOrCreateStateSet());
	osg::ref_ptr<osg::LightSource> lightSource1 = new osg::LightSource;
	osg::ref_ptr<osg::LightSource> lightSource2 = new osg::LightSource;
	
	// create a local light.
	osg::Vec4f lightPosition (osg::Vec4f(-5.0,-2.0,3.0,1.0f));
  	osg::ref_ptr<osg::Light> myLight = new osg::Light;
	myLight->setLightNum(1);
	myLight->setPosition(lightPosition);
        myLight->setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
        myLight->setDiffuse(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
        myLight->setConstantAttenuation(1.0f);
	lightSource1->setLight(myLight.get());

	lightSource1->setLocalStateSetModes(osg::StateAttribute::ON); 
	lightSource1->setStateSetModes(*lightSS,osg::StateAttribute::ON);
	//osg::StateSet* lightSS (lightGroup->getOrCreateStateSet());
       
	// create a local light.
	osg::Vec4f lightPosition2 (osg::Vec4f(2.0,-1.0,3.0,1.0f));
  	osg::ref_ptr<osg::Light> myLight2 = new osg::Light;
	myLight2->setLightNum(0);
	myLight2->setPosition(lightPosition2);
        myLight2->setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
        myLight2->setDiffuse(osg::Vec4(0.8f,0.1f,0.1f,1.0f));
        myLight2->setConstantAttenuation(1.0f);
	            
        lightSource2->setLight(myLight2.get());
	lightSource2->setLocalStateSetModes(osg::StateAttribute::ON); 
	lightSource2->setStateSetModes(*lightSS,osg::StateAttribute::ON);
        

	
    	lightGroup->addChild(lightSource1.get());
	lightGroup->addChild(lightSource2.get());
	//Light markers: small spheres
	osg::ref_ptr<osg::Geode> lightMarkerGeode (new osg::Geode);
	lightMarkerGeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3f(-5.0f,-2.0f,3.0f),0.5f)));
	//lightMarkerGeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
	
	//Second light marker
	lightMarkerGeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3f(2.0f,-1.0f,3.0f),0.5f)));
	
	


	//The geode of the capsule
	osg::ref_ptr<osg::Geode> myshapegeode (new osg::Geode);

	

	objectPat->addChild(myshapegeode.get());
	objectPat->setPosition(objectPosTrans);
	
	//quadPat->addChild(myQuad().get());
	quadPat->setPosition(quadPos);
	myshapegeode->addDrawable(new osg::ShapeDrawable(new osg::Capsule(osg::Vec3f(),1,2)));
	
	
	
	//Getting the state set of the geode
	osg::ref_ptr<osg::StateSet> nodess (myshapegeode->getOrCreateStateSet());
	
	//loading texture image object
	osg::ref_ptr<osg::Image> image (osgDB::readImageFile("Fieldstone.png"));

	//Bind the image to a 2D texture object
	osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D);
	tex->setImage(image.get());

	//Release the image memory on the GPU after using it!
	//tex->setUnRefImageDataAfterApply(true);	

	//Applying texture on the object
	
	nodess->setTextureAttributeAndModes(0,tex.get(),osg::StateAttribute::ON);
	
	
	//Loading the terrain node
	osg::ref_ptr<osg::Node> terrainnode (osgDB::readNodeFile("JoeDirt.flt"));
	//osg::ref_ptr<osg::Node> terrainnode (osgDB::readNodeFile("Terrain2.3ds"));
	terrainScaleMAT->addChild(terrainnode.get());
	terrainScaleMAT->setMatrix(terrainScaleMatrix);


	//Tutorial 11: Billboarding stuff
	osg::ref_ptr<osg::Billboard> quadBillBoard = new osg::Billboard();
	osg::ref_ptr<osg::StateSet> billSS (quadBillBoard->getOrCreateStateSet());

	//Adding texture to the billboards
	osg::ref_ptr<osg::Image> image1 (osgDB::readImageFile("foo.png"));
  	 if (image1.get() == 0)
  	 {
   	   std::cerr << "Error loading 'foo.png'.\n";
    	  exit (EXIT_FAILURE);
  	 }

 	osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
  	texture->setImage (image1.get());
	billSS->setTextureAttributeAndModes (0,   // unit
                                         texture.get(),
                                          osg::StateAttribute::ON);

  	root->addChild(quadBillBoard.get());
	
	quadBillBoard->setMode(osg::Billboard::AXIAL_ROT);
  	quadBillBoard->setAxis(osg::Vec3(0.0f,0.0f,1.0f));
  	quadBillBoard->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));	
	
	quadBillBoard->addDrawable(myQuad().get(),quadPos);
	quadBillBoard->addDrawable(myQuad().get(),quadPos2);

	//adding the terrain node to the root node
	//root->addChild(myQuad().get());
	//root->addChild(quadPat.get());
	
	root->addChild(objectPat.get());
	root->addChild(terrainScaleMAT.get());
	
	//Tuto 9: lighting code
	root->addChild(lightGroup.get());
	//Tuto 9: Adding the light marker geode
	root->addChild(lightMarkerGeode.get());

	//Adding the fog to the root node
	//root->setStateSet(setFogState().get());

	// add the state manipulator
    	viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
	
	//Stats Event Handler s key
	viewer.addEventHandler(new osgViewer::StatsHandler);

	//Windows size handler
	viewer.addEventHandler(new osgViewer::WindowSizeHandler);

	//Threading Handler activate with the 'm' key
	viewer.addEventHandler(new osgViewer::ThreadingHandler);

	 // run optimization over the scene graph
   	osgUtil::Optimizer optimzer;
  	optimzer.optimize(root.get());
	
	viewer.setSceneData( root.get() );

	return (viewer.run());
	}
Ejemplo n.º 2
0
int main( int argc, char **argv )
{
    int width = 1024, height=768;
    float widthf = (float) width, heightf = (float) height;
    double t;
    float fps = 0.f;

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        exit( EXIT_FAILURE );
    }

    // Force core profile on Mac OSX
#ifdef __APPLE__
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window\n" );

        glfwTerminate();
        exit( EXIT_FAILURE );
    }

    glfwSetWindowTitle( "002_forward_a" );


    // Core profile is flagged as experimental in glew
#ifdef __APPLE__
    glewExperimental = GL_TRUE;
#endif
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
          /* Problem: glewInit failed, something is seriously wrong. */
          fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
          exit( EXIT_FAILURE );
    }

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    // Enable vertical sync (on cards that support it)
    glfwSwapInterval( 1 );
    GLenum glerr = GL_NO_ERROR;
    glerr = glGetError();

    if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len))
    {
        fprintf(stderr, "Could not init GUI renderer.\n");
        exit(EXIT_FAILURE);
    }

    // Init viewer structures
    Camera camera;
    camera_defaults(camera);
    GUIStates guiStates;
    init_gui_states(guiStates);

    // GUI
    float intensity = 1.0;

    // Load images and upload textures
    GLuint textures[3];
    glGenTextures(3, textures);
    int x;
    int y;
    int comp; 
    unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp);
    unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp);

    // Try to load and compile shader
    ShaderGLSL shader;
    const char * shaderFile = "002/1.glsl";
    //int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER);
    int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER);
    if ( status == -1 )
    {
        fprintf(stderr, "Error on loading  %s\n", shaderFile);
        exit( EXIT_FAILURE );
    }    

    // Apply shader
    GLuint program = shader.program;
    glUseProgram(program);
    GLuint projectionLocation = glGetUniformLocation(program, "Projection");
    GLuint viewLocation = glGetUniformLocation(program, "View");
    GLuint objectLocation = glGetUniformLocation(program, "Object");
    GLuint timeLocation = glGetUniformLocation(program, "Time");
    GLuint diffuseLocation = glGetUniformLocation(program, "Diffuse");
    GLuint specLocation = glGetUniformLocation(program, "Spec");
    GLuint intensityLocation = glGetUniformLocation(program, "Intensity");
    GLuint cameraPositionLocation = glGetUniformLocation(program, "CameraPosition");

    GLuint lightPositionLocation = glGetUniformLocation(program, "LightPosition");
    GLuint lightIntensityLocation = glGetUniformLocation(program, "LightIntensity");
    GLuint diffuseColorLocation = glGetUniformLocation(program, "DiffuseColor");
    GLuint specularColorLocation = glGetUniformLocation(program, "SpecularColor");
    GLuint specularFactorLocation = glGetUniformLocation(program, "SpecularFactor");

    GLuint lightPositionLocation2 = glGetUniformLocation(program, "LightPosition2");
    GLuint lightIntensityLocation2 = glGetUniformLocation(program, "LightIntensity2");
    GLuint diffuseColorLocation2 = glGetUniformLocation(program, "DiffuseColor2");
    GLuint specularColorLocation2 = glGetUniformLocation(program, "SpecularColor2");
    GLuint specularFactorLocation2 = glGetUniformLocation(program, "SpecularFactor2");

    GLuint spotLightExternalAngleLocation = glGetUniformLocation(program, "SpotLightExternalAngle");
    GLuint spotLightInternalAngleLocation = glGetUniformLocation(program, "SpotLightInternalAngle");


    // Load geometry
    int cube_triangleCount = 12;
    int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, };
    float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f,  1.f, 0.f,  1.f, 1.f,  0.f, 1.f,  1.f, 1.f,  0.f, 0.f, 0.f, 0.f, 1.f, 1.f,  1.f, 0.f,  };
    float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 };
    float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, };
    int plane_triangleCount = 2;
    int plane_triangleList[] = {0, 1, 2, 2, 1, 3}; 
    float plane_uvs[] = {0.f, 0.f, 0.f, 10.f, 10.f, 0.f, 10.f, 10.f};
    float plane_vertices[] = {-50.0, -1.0, 50.0, 50.0, -1.0, 50.0, -50.0, -1.0, -50.0, 50.0, -1.0, -50.0};
    float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0};

    // Vertex Array Object
    GLuint vao[2];
    glGenVertexArrays(2, vao);

    // Vertex Buffer Objects
    GLuint vbo[8];
    glGenBuffers(8, vbo);

    // Cube
    glBindVertexArray(vao[0]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);

    // Plane
    glBindVertexArray(vao[1]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW);

    // Unbind everything. Potentially illegal on some implementations
    glBindVertexArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Viewport 
    glViewport( 0, 0, width, height  );

    // Default states

    glm::vec3 lightPosition(0.0, 1.0, 10);
    float lightIntensity = 1.0f;
    glm::vec3 diffuseColor(1.0, 1.0, 1.0);
    glm::vec3 specularColor(1.0, 1.0, 1.0);
    float specularFactor = 100.f;

    glm::vec3 lightPosition2(1.0, 0.0, 10);
    float lightIntensity2 = 1.0f;
    glm::vec3 diffuseColor2(1.0, 0.0, 0.0);
    glm::vec3 specularColor2(1.0, 1.0, 1.0);
    float specularFactor2 = 100.f;

    float spotLightInternal = M_PI/32;
    float spotLightExternal = M_PI/16;

    bool checkedLight1 = true;
    bool checkedLight2 = false;
    bool checkedLight3 = false;

    do
    {
        t = glfwGetTime();
        glEnable(GL_DEPTH_TEST);

        // Mouse states
        int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT );
        int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT );
        int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE );

        if( leftButton == GLFW_PRESS )
            guiStates.turnLock = true;
        else
            guiStates.turnLock = false;

        if( rightButton == GLFW_PRESS )
            guiStates.zoomLock = true;
        else
            guiStates.zoomLock = false;

        if( middleButton == GLFW_PRESS )
            guiStates.panLock = true;
        else
            guiStates.panLock = false;

        // Camera movements
        int altPressed = glfwGetKey(GLFW_KEY_LSHIFT);
        if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS))
        {
            int x; int y;
            glfwGetMousePos(&x, &y);
            guiStates.lockPositionX = x;
            guiStates.lockPositionY = y;
        }
        if (altPressed == GLFW_PRESS)
        {
            int mousex; int mousey;
            glfwGetMousePos(&mousex, &mousey);
            int diffLockPositionX = mousex - guiStates.lockPositionX;
            int diffLockPositionY = mousey - guiStates.lockPositionY;
            if (guiStates.zoomLock)
            {
                float zoomDir = 0.0;
                if (diffLockPositionX > 0)
                    zoomDir = -1.f;
                else if (diffLockPositionX < 0 )
                    zoomDir = 1.f;
                camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED);
            }
            else if (guiStates.turnLock)
            {
                camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED,
                            diffLockPositionX * GUIStates::MOUSE_TURN_SPEED);

            }
            else if (guiStates.panLock)
            {
                camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED,
                            diffLockPositionY * GUIStates::MOUSE_PAN_SPEED);
            }
            guiStates.lockPositionX = mousex;
            guiStates.lockPositionY = mousey;
        }
  
        // Get camera matrices
        glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); 
        glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up);
        glm::mat4 objectToWorld;

        // Clear the front buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Bind textures
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, textures[1]);

        // Bind shader
        glUseProgram(program);

        // Upload uniforms
        glUniformMatrix4fv(projectionLocation, 1, 0, glm::value_ptr(projection));
        glUniformMatrix4fv(viewLocation, 1, 0, glm::value_ptr(worldToView));
        glUniformMatrix4fv(objectLocation, 1, 0, glm::value_ptr(objectToWorld));
        glUniform1f(timeLocation, t);
        glUniform3fv(cameraPositionLocation, 1, glm::value_ptr(camera.eye));
        glUniform1f(intensityLocation, intensity);
        glUniform1i(diffuseLocation, 0);
        glUniform1i(specLocation, 1);
        
        glUniform3fv(lightPositionLocation, 1, glm::value_ptr(lightPosition));
        glUniform1f(lightIntensityLocation, lightIntensity);
        glUniform3fv(diffuseColorLocation, 1, glm::value_ptr(diffuseColor));
        glUniform3fv(specularColorLocation, 1, glm::value_ptr(specularColor));
        glUniform1f(specularFactorLocation, specularFactor);

        glUniform3fv(lightPositionLocation2, 1, glm::value_ptr(lightPosition2));
        glUniform1f(lightIntensityLocation2, lightIntensity2);
        glUniform3fv(diffuseColorLocation2, 1, glm::value_ptr(diffuseColor2));
        glUniform3fv(specularColorLocation2, 1, glm::value_ptr(specularColor2));
        glUniform1f(specularFactorLocation2, specularFactor2);

        glUniform1f(spotLightInternalAngleLocation, spotLightInternal);
        glUniform1f(spotLightExternalAngleLocation, spotLightExternal);

        // Render vaos
        glBindVertexArray(vao[0]);
        glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4);
        glBindVertexArray(vao[1]);
        glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);

#if 1
        // Draw UI
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glViewport(0, 0, width, height);

        unsigned char mbut = 0;
        int mscroll = 0;
        int mousex; int mousey;
        glfwGetMousePos(&mousex, &mousey);
        mousey = height - mousey;

        if( leftButton == GLFW_PRESS )
            mbut |= IMGUI_MBUT_LEFT;

        imguiBeginFrame(mousex, mousey, mbut, mscroll);
        int logScroll = 0;
        char lineBuffer[512];
        imguiBeginScrollArea("001", 0, 0, 200, height, &logScroll);
        sprintf(lineBuffer, "FPS %f", fps);
        imguiLabel(lineBuffer);
        
        int toggle = 0;
        toggle = imguiCollapse("Light1", "", checkedLight1);
            
        if(checkedLight1)
        { 
            imguiIndent();
            imguiIndent();
                imguiLabel("Light Position");
                imguiIndent();
                    imguiSlider("x", &lightPosition.x, -10, 10, 0.01);
                    imguiSlider("y", &lightPosition.y, -10, 10, 0.01);
                    imguiSlider("z", &lightPosition.z, -10, 10, 0.01);
                imguiUnindent();
                imguiSlider("Light Intensity", &lightIntensity, 0, 3, 0.01);
                imguiLabel("Diffuse Color");
                imguiIndent();
                    imguiSlider("r", &diffuseColor.x, 0, 1, 0.001);
                    imguiSlider("g", &diffuseColor.y, 0, 1, 0.001);
                    imguiSlider("b", &diffuseColor.z, 0, 1, 0.001);
                imguiUnindent();
                imguiLabel("Specular Color");
                imguiIndent();
                    imguiSlider("r", &specularColor.x, 0, 1, 0.001);
                    imguiSlider("g", &specularColor.y, 0, 1, 0.001);
                    imguiSlider("b", &specularColor.z, 0, 1, 0.001);
                imguiUnindent();
                imguiSlider("Specular Intensity", &specularFactor, 0, 100, 1);
            imguiUnindent();
            imguiUnindent();
        }
        if (toggle)
        {
            checkedLight1 = !checkedLight1;
        }

        toggle = imguiCollapse("Light2", "", checkedLight2);
        if(checkedLight2)
        { 
            imguiIndent();
            imguiIndent();
                imguiLabel("Light Position");
                imguiIndent();
                    imguiSlider("x", &lightPosition2.x, -10, 10, 0.01);
                    imguiSlider("y", &lightPosition2.y, -10, 10, 0.01);
                    imguiSlider("z", &lightPosition2.z, -10, 10, 0.01);
                imguiUnindent();
                imguiSlider("Light Intensity", &lightIntensity2, 0, 3, 0.01);
                imguiLabel("Diffuse Color");
                imguiIndent();
                    imguiSlider("r", &diffuseColor2.x, 0, 1, 0.001);
                    imguiSlider("g", &diffuseColor2.y, 0, 1, 0.001);
                    imguiSlider("b", &diffuseColor2.z, 0, 1, 0.001);
                imguiUnindent();
                imguiLabel("Specular Color");
                imguiIndent();
                    imguiSlider("r", &specularColor2.x, 0, 1, 0.001);
                    imguiSlider("g", &specularColor2.y, 0, 1, 0.001);
                    imguiSlider("b", &specularColor2.z, 0, 1, 0.001);
                imguiUnindent();
                imguiSlider("Specular Intensity", &specularFactor2, 0, 100, 1);
            imguiUnindent();
            imguiUnindent();
        }
        if (toggle)
        {
            checkedLight2 = !checkedLight2;
        }

        toggle = imguiCollapse("SpotLight", "", checkedLight3);
        if(checkedLight3)
        { 
            imguiIndent();
            imguiIndent();
                imguiSlider("External Angle", &spotLightExternal, 0, 2, 0.01);
                imguiSlider("Internal Angle", &spotLightInternal, 0, 2, 0.01);
            imguiUnindent();
            imguiUnindent();
        }
        if (toggle)
        {
            checkedLight3 = !checkedLight3;
        }

        imguiEndScrollArea();
        imguiEndFrame();
        imguiRenderGLDraw(width, height); 

        glDisable(GL_BLEND);
#endif
        
        // Check for errors
        GLenum err = glGetError();
        if(err != GL_NO_ERROR)
        {
            fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err));
            
        }

        // Swap buffers
        glfwSwapBuffers();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Clean UI
    imguiRenderGLDestroy();

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    exit( EXIT_SUCCESS );
}