void ParticleRenderer2D::drawParticles(
        uint32_t count,
        const glm::vec2* positionArray,
        const float* massArray,
        const glm::vec3* colorArray,
        unsigned int * instrumentArray,
        int * lifetimeArray,
        float size,
        float volume) {
    // Active la gestion de la transparence
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glDisable(GL_DEPTH_TEST);

    glUseProgram(m_ProgramID);

    glBindVertexArray(m_VAOID);
    
    glm::vec3 bassColor = m_band[Instrument::bass].giveColor(soundManager->scaleVolume(volume));
    glm::vec3 drumsColor = m_band[Instrument::drums].giveColor(soundManager->scaleVolume(volume));
    glm::vec3 guitarAColor = m_band[Instrument::guitarA].giveColor(soundManager->scaleVolume(volume));
    glm::vec3 guitarBColor = m_band[Instrument::guitarB].giveColor(soundManager->scaleVolume(volume));

    // Dessine chacune des particules
    for(uint32_t i = 0; i < count; ++i) {
		if(soundManager->getMaxVolume() > 0) {
			// renvoyer la bonne couleur en fonction de l'instrument de la particule
			//~ glm::vec3 color = Instrument::giveColor(glm::vec3(0.), soundManager->scaleVolume(volume));
			glm::vec3 color;
			
			float coef = float(lifetimeArray[i]) / 100.f;
			//~ std::cout << "coef : " << coef << std::endl;
			
			switch(instrumentArray[i]){
				case Instrument::bass:
					color = bassColor*coef;
					break;
					
				case Instrument::drums:
					color = drumsColor*coef;
					break;
					
				case Instrument::guitarA:
					color = guitarAColor*coef;
					break;
					
				case Instrument::guitarB:
					color = guitarBColor*coef;
					break;
					
				default:
					color = glm::vec3(1.)*coef;
					break;
			};
			
			glUniform3fv(m_uParticleColor, 1, glm::value_ptr(color));
		} else {
			glUniform3fv(m_uParticleColor, 1, glm::value_ptr(colorArray[i]));
		}
        glUniform2fv(m_uParticlePosition, 1, glm::value_ptr(positionArray[i]));
        glUniform1f(m_uParticleScale, m_fMassScale * size);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    }

    glBindVertexArray(0);

    glDisable(GL_BLEND);
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2ChameleonMan::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_SkinnedShaderProgram.uiId);

	if(PVRShellIsKeyPressed(PVRShellKeyNameACTION1))
	{
		m_bEnableDOT3 = !m_bEnableDOT3;
		glUniform1i(m_SkinnedShaderProgram.auiLoc[ebUseDot3], m_bEnableDOT3);
	}

	/*
		Calculates the frame number to animate in a time-based manner.
		Uses the shell function PVRShellGetTime() to get the time in milliseconds.
	*/
	unsigned long iTime = PVRShellGetTime();

	if(iTime > m_iTimePrev)
	{
		float fDelta = (float) (iTime - m_iTimePrev);
		m_fFrame += fDelta * g_fDemoFrameRate;

		// Increment the counters to make sure our animation works
		m_fLightPos	+= fDelta * 0.0034f;
		m_fWallPos	+= fDelta * 0.00027f;
		m_fBackgroundPos += fDelta * -0.000027f;

		// Wrap the Animation back to the Start
		if(m_fLightPos >= PVRT_TWO_PI)
			m_fLightPos -= PVRT_TWO_PI;

		if(m_fWallPos >= PVRT_TWO_PI)
			m_fWallPos -= PVRT_TWO_PI;

		if(m_fBackgroundPos <= 0)
			m_fBackgroundPos += 1.0f;

		if(m_fFrame > m_Scene.nNumFrame - 1)
			m_fFrame = 0;
	}

	m_iTimePrev	= iTime;

	// Set the scene animation to the current frame
	m_Scene.SetFrame(m_fFrame);

	// Set up camera
	PVRTVec3	vFrom, vTo, vUp(0.0f, 1.0f, 0.0f);
	PVRTMat4 mView, mProjection;
	PVRTVec3	LightPos;
	float fFOV;
	int i;

	bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);

	// Get the camera position, target and field of view (fov)
	if(m_Scene.pCamera[0].nIdxTarget != -1) // Does the camera have a target?
		fFOV = m_Scene.GetCameraPos( vFrom, vTo, 0); // vTo is taken from the target node
	else
		fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, 0); // vTo is calculated from the rotation

	fFOV *= bRotate ? (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight) : (float)PVRShellGet(prefHeight)/(float)PVRShellGet(prefWidth);

	/*
		We can build the model view matrix from the camera position, target and an up vector.
		For this we use PVRTMat4::LookAtRH().
	*/
	mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);

	// Calculate the projection matrix
	mProjection = PVRTMat4::PerspectiveFovRH(fFOV,  (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);

	// Update Light Position and related VGP Program constant
	LightPos.x = 200.0f;
	LightPos.y = 350.0f;
	LightPos.z = 200.0f * PVRTABS(sin((PVRT_PI / 4.0f) + m_fLightPos));

	glUniform3fv(m_SkinnedShaderProgram.auiLoc[eLightPos], 1, LightPos.ptr());

	// Set up the View * Projection Matrix
	PVRTMat4 mViewProjection;

	mViewProjection = mProjection * mView;
	glUniformMatrix4fv(m_SkinnedShaderProgram.auiLoc[eViewProj], 1, GL_FALSE, mViewProjection.ptr());

	// Enable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glEnableVertexAttribArray(i);

	// Draw skinned meshes
	for(unsigned int i32NodeIndex = 0; i32NodeIndex < 3; ++i32NodeIndex)
	{
		// Bind correct texture
		switch(i32NodeIndex)
		{
			case eBody:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexHeadNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexHeadBody);
				break;
			case eLegs:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexLegsNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexLegs);
				break;
			default:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexBeltNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexBelt);
				break;
		}

		DrawSkinnedMesh(i32NodeIndex);
	}

	// Safely disable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glDisableVertexAttribArray(i);

	// Draw non-skinned meshes
	glUseProgram(m_DefaultShaderProgram.uiId);

	// Enable the vertex attribute arrays
	for(i = 0; i < eNumDefaultAttribs; ++i) glEnableVertexAttribArray(i);

	for(unsigned int i32NodeIndex = 3; i32NodeIndex < m_Scene.nNumMeshNode; ++i32NodeIndex)
	{
		SPODNode& Node = m_Scene.pNode[i32NodeIndex];
		SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];

		// bind the VBO for the mesh
		glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[Node.nIdx]);

		// bind the index buffer, won't hurt if the handle is 0
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[Node.nIdx]);

		// Get the node model matrix
		PVRTMat4 mWorld;
		mWorld = m_Scene.GetWorldMatrix(Node);

		// Setup the appropriate texture and transformation (if needed)
		switch(i32NodeIndex)
		{
			case eWall:
				glBindTexture(GL_TEXTURE_2D, m_ui32TexWall);

				// Rotate the wall mesh which is circular
				mWorld *= PVRTMat4::RotationY(m_fWallPos);

				glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], 0);

				break;
			case eBackground:
				glBindTexture(GL_TEXTURE_2D, m_ui32TexSkyLine);

				glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], m_fBackgroundPos);
				break;
			case eLights:
				{
					glBindTexture(GL_TEXTURE_2D, m_ui32TexLamp);

					PVRTMat4 mWallWorld = m_Scene.GetWorldMatrix(m_Scene.pNode[eWall]);
					mWorld = mWallWorld * PVRTMat4::RotationY(m_fWallPos) * mWallWorld.inverse() * mWorld;

					glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], 0);
				}
				break;
			default:
			break;
		};

		// Set up shader uniforms
		PVRTMat4 mModelViewProj;
		mModelViewProj = mViewProjection * mWorld;
		glUniformMatrix4fv(m_DefaultShaderProgram.auiLoc[eDefaultMVPMatrix], 1, GL_FALSE, mModelViewProj.ptr());

		// Set the vertex attribute offsets
		glVertexAttribPointer(DEFAULT_VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sVertex.nStride,  Mesh.sVertex.pData);
		glVertexAttribPointer(DEFAULT_TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, Mesh.psUVW[0].nStride, Mesh.psUVW[0].pData);

		// Indexed Triangle list
		glDrawElements(GL_TRIANGLES, Mesh.nNumFaces*3, GL_UNSIGNED_SHORT, 0);
	}

	// Safely disable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glDisableVertexAttribArray(i);

	// unbind the VBOs
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	// Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	const char * pDescription;

	if(m_bEnableDOT3)
		pDescription = "Skinning with DOT3 Per Pixel Lighting";
	else
		pDescription = "Skinning with Vertex Lighting";

	m_Print3D.DisplayDefaultTitle("Chameleon Man", pDescription, ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
Example #3
0
void Program::uniform1f(const char *uniform, float f)
{
	GLuint id = getUniformLocation(uniform);
	glUniform1f(id, f);
}
Example #4
0
void ShaderTechnique::setScalef(float f){
	glUniform1f(m_uScaleLocation, f);
}
Example #5
0
void CustomShader::render(const glm::mat4& mvp_matrix, RenderData* render_data, Material* material,
        bool right) {
    Mesh* mesh = render_data->mesh();

#if _GVRF_USE_GLES3_
    glUseProgram(program_->id());

    for (auto it = attribute_float_keys_.begin();
            it != attribute_float_keys_.end(); ++it) {
        mesh->setVertexAttribLocF(it->first, it->second);
    }

    for (auto it = attribute_vec2_keys_.begin();
            it != attribute_vec2_keys_.end(); ++it) {
        mesh->setVertexAttribLocV2(it->first, it->second);
    }

    for (auto it = attribute_vec3_keys_.begin();
            it != attribute_vec3_keys_.end(); ++it) {
        mesh->setVertexAttribLocV3(it->first, it->second);
    }

    for (auto it = attribute_vec4_keys_.begin();
            it != attribute_vec4_keys_.end(); ++it) {
        mesh->setVertexAttribLocV4(it->first, it->second);
    }

    mesh->generateVAO();  // setup VAO

    ///////////// uniform /////////
    for (auto it = uniform_float_keys_.begin(); it != uniform_float_keys_.end();
            ++it) {
        glUniform1f(it->first, material->getFloat(it->second));
    }

    if (u_mvp_ != -1) {
        glUniformMatrix4fv(u_mvp_, 1, GL_FALSE, glm::value_ptr(mvp_matrix));
    }
    if (u_right_ != 0) {
        glUniform1i(u_right_, right ? 1 : 0);
    }

    int texture_index = 0;
    for (auto it = texture_keys_.begin(); it != texture_keys_.end(); ++it) {
        glActiveTexture(getGLTexture(texture_index));
        Texture* texture = material->getTexture(it->second);
        glBindTexture(texture->getTarget(), texture->getId());
        glUniform1i(it->first, texture_index++);
    }

    for (auto it = uniform_vec2_keys_.begin(); it != uniform_vec2_keys_.end();
            ++it) {
        glm::vec2 v = material->getVec2(it->second);
        glUniform2f(it->first, v.x, v.y);
    }

    for (auto it = uniform_vec3_keys_.begin(); it != uniform_vec3_keys_.end();
            ++it) {
        glm::vec3 v = material->getVec3(it->second);
        glUniform3f(it->first, v.x, v.y, v.z);
    }

    for (auto it = uniform_vec4_keys_.begin(); it != uniform_vec4_keys_.end();
            ++it) {
        glm::vec4 v = material->getVec4(it->second);
        glUniform4f(it->first, v.x, v.y, v.z, v.w);
    }

    for (auto it = uniform_mat4_keys_.begin(); it != uniform_mat4_keys_.end();
            ++it) {
        glm::mat4 m = material->getMat4(it->second);
        glUniformMatrix4fv(it->first, 1, GL_FALSE, glm::value_ptr(m));
    }

    glBindVertexArray(mesh->getVAOId(material->shader_type()));
    glDrawElements(GL_TRIANGLES, mesh->triangles().size(), GL_UNSIGNED_SHORT,
            0);
    glBindVertexArray(0);
#else
    glUseProgram(program_->id());

    if (a_position_ != -1) {
        glVertexAttribPointer(a_position_, 3, GL_FLOAT, GL_FALSE, 0,
                mesh->vertices().data());
        glEnableVertexAttribArray(a_position_);
    }

    if (a_normal_ != -1) {
        glVertexAttribPointer(a_normal_, 3, GL_FLOAT, GL_FALSE, 0,
                mesh->normals().data());
        glEnableVertexAttribArray(a_normal_);
    }

    if (a_tex_coord_ != -1) {
        glVertexAttribPointer(a_tex_coord_, 2, GL_FLOAT, GL_FALSE, 0,
                mesh->tex_coords().data());
        glEnableVertexAttribArray(a_tex_coord_);
    }

    if (u_mvp_ != -1) {
        glUniformMatrix4fv(u_mvp_, 1, GL_FALSE, glm::value_ptr(mvp_matrix));
    }

    if (u_right_ != 0) {
        glUniform1i(u_right_, right ? 1 : 0);
    }

    int texture_index = 0;

    for (auto it = texture_keys_.begin(); it != texture_keys_.end(); ++it) {
        glActiveTexture(getGLTexture(texture_index));
        Texture* texture = render_data->material()->getTexture(
                it->second);
        glBindTexture(texture->getTarget(), texture->getId());
        glUniform1i(it->first, texture_index++);
    }

    for (auto it = attribute_float_keys_.begin();
            it != attribute_float_keys_.end(); ++it) {
        glVertexAttribPointer(it->first, 1, GL_FLOAT, GL_FALSE, 0,
                mesh->getFloatVector(it->second).data());
        glEnableVertexAttribArray(it->first);
    }

    for (auto it = attribute_vec2_keys_.begin();
            it != attribute_vec2_keys_.end(); ++it) {
        glVertexAttribPointer(it->first, 2, GL_FLOAT, GL_FALSE, 0,
                mesh->getVec2Vector(it->second).data());
        glEnableVertexAttribArray(it->first);
    }

    for (auto it = attribute_vec3_keys_.begin();
            it != attribute_vec3_keys_.end(); ++it) {
        glVertexAttribPointer(it->first, 3, GL_FLOAT, GL_FALSE, 0,
                mesh->getVec3Vector(it->second).data());
        glEnableVertexAttribArray(it->first);
    }

    for (auto it = attribute_vec4_keys_.begin();
            it != attribute_vec4_keys_.end(); ++it) {
        glVertexAttribPointer(it->first, 4, GL_FLOAT, GL_FALSE, 0,
                mesh->getVec4Vector(it->second).data());
        glEnableVertexAttribArray(it->first);
    }

    for (auto it = uniform_float_keys_.begin(); it != uniform_float_keys_.end();
            ++it) {
        glUniform1f(it->first, render_data->material()->getFloat(it->second));
    }

    for (auto it = uniform_vec2_keys_.begin(); it != uniform_vec2_keys_.end();
            ++it) {
        glm::vec2 v = render_data->material()->getVec2(it->second);
        glUniform2f(it->first, v.x, v.y);
    }

    for (auto it = uniform_vec3_keys_.begin(); it != uniform_vec3_keys_.end();
            ++it) {
        glm::vec3 v = render_data->material()->getVec3(it->second);
        glUniform3f(it->first, v.x, v.y, v.z);
    }

    for (auto it = uniform_vec4_keys_.begin(); it != uniform_vec4_keys_.end();
            ++it) {
        glm::vec4 v = render_data->material()->getVec4(it->second);
        glUniform4f(it->first, v.x, v.y, v.z, v.w);
    }

    for (auto it = uniform_mat4_keys_.begin(); it != uniform_mat4_keys_.end();
            ++it) {
        glm::mat4 m = render_data->material()->getMat4(it->second);
        glUniformMatrix4fv(it->first, 1, GL_FALSE, glm::value_ptr(m));
    }

    glDrawElements(GL_TRIANGLES, mesh->triangles().size(), GL_UNSIGNED_SHORT,
            mesh->triangles().data());
#endif

    checkGlError("CustomShader::render");
}
Example #6
0
 Variable& Variable::operator<<(float value)
 {
     glUniform1f(mLocation, value);
     
     return *this;
 }
Example #7
0
void ShaderPair::SetUniformVar(std::string varName, float val)
{
	glUniform1f(GetUniformLocation(varName.c_str()), val);
}
Example #8
0
void Shader::setUniform(const char *name, float f)
{
    GLint loc = getUniformLocation(name);
    glUniform1f(loc, f);
}
Example #9
0
bool CRendererMediaCodec::RenderHook(int index)
{
  #ifdef DEBUG_VERBOSE
    unsigned int time = XbmcThreads::SystemClockMillis();
  #endif

  YUVPLANE &plane = m_buffers[index].fields[0][0];
  YUVPLANE &planef = m_buffers[index].fields[field][0];

  glDisable(GL_DEPTH_TEST);

  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_EXTERNAL_OES, plane.id);

  if (field != FIELD_FULL)
  {
    g_Windowing.EnableGUIShader(SM_TEXTURE_RGBA_BOB_OES);
    GLint   fieldLoc = g_Windowing.GUIShaderGetField();
    GLint   stepLoc = g_Windowing.GUIShaderGetStep();

    // Y is inverted, so invert fields
    if     (field == FIELD_TOP)
      glUniform1i(fieldLoc, 0);
    else if(field == FIELD_BOT)
      glUniform1i(fieldLoc, 1);
    glUniform1f(stepLoc, 1.0f / (float)plane.texheight);
  }
  else
    g_Windowing.EnableGUIShader(SM_TEXTURE_RGBA_OES);

  GLint   contrastLoc = g_Windowing.GUIShaderGetContrast();
  glUniform1f(contrastLoc, CMediaSettings::GetInstance().GetCurrentVideoSettings().m_Contrast * 0.02f);
  GLint   brightnessLoc = g_Windowing.GUIShaderGetBrightness();
  glUniform1f(brightnessLoc, CMediaSettings::GetInstance().GetCurrentVideoSettings().m_Brightness * 0.01f - 0.5f);

  glUniformMatrix4fv(g_Windowing.GUIShaderGetCoord0Matrix(), 1, GL_FALSE, m_textureMatrix);

  GLubyte idx[4] = {0, 1, 3, 2};        //determines order of triangle strip
  GLfloat ver[4][4];
  GLfloat tex[4][4];

  GLint   posLoc = g_Windowing.GUIShaderGetPos();
  GLint   texLoc = g_Windowing.GUIShaderGetCoord0();


  glVertexAttribPointer(posLoc, 4, GL_FLOAT, 0, 0, ver);
  glVertexAttribPointer(texLoc, 4, GL_FLOAT, 0, 0, tex);

  glEnableVertexAttribArray(posLoc);
  glEnableVertexAttribArray(texLoc);

  // Set vertex coordinates
  for(int i = 0; i < 4; i++)
  {
    ver[i][0] = m_rotatedDestCoords[i].x;
    ver[i][1] = m_rotatedDestCoords[i].y;
    ver[i][2] = 0.0f;        // set z to 0
    ver[i][3] = 1.0f;
  }

  // Set texture coordinates (MediaCodec is flipped in y)
  if (field == FIELD_FULL)
  {
    tex[0][0] = tex[3][0] = plane.rect.x1;
    tex[0][1] = tex[1][1] = plane.rect.y2;
    tex[1][0] = tex[2][0] = plane.rect.x2;
    tex[2][1] = tex[3][1] = plane.rect.y1;
  }
  else
  {
    tex[0][0] = tex[3][0] = planef.rect.x1;
    tex[0][1] = tex[1][1] = planef.rect.y2 * 2.0f;
    tex[1][0] = tex[2][0] = planef.rect.x2;
    tex[2][1] = tex[3][1] = planef.rect.y1 * 2.0f;
  }

  for(int i = 0; i < 4; i++)
  {
    tex[i][2] = 0.0f;
    tex[i][3] = 1.0f;
  }

  glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, idx);

  glDisableVertexAttribArray(posLoc);
  glDisableVertexAttribArray(texLoc);

  const float identity[16] = {
      1.0f, 0.0f, 0.0f, 0.0f,
      0.0f, 1.0f, 0.0f, 0.0f,
      0.0f, 0.0f, 1.0f, 0.0f,
      0.0f, 0.0f, 0.0f, 1.0f
  };
  glUniformMatrix4fv(g_Windowing.GUIShaderGetCoord0Matrix(),  1, GL_FALSE, identity);

  g_Windowing.DisableGUIShader();
  VerifyGLState();

  glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
  VerifyGLState();

  #ifdef DEBUG_VERBOSE
    CLog::Log(LOGDEBUG, "RenderMediaCodecImage %d: tm:%d", index, XbmcThreads::SystemClockMillis() - time);
  #endif
  return true;
}
Example #10
0
//OpenGL Initialization Logic
void glInit() {
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_POLYGON_OFFSET_LINE);
    glPolygonOffset(-1.f, -1.0f);
    glEnable(GL_MULTISAMPLE);
    
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    
    int samples, bufs;
    glGetIntegerv(GL_SAMPLE_BUFFERS, &bufs);
    glGetIntegerv(GL_SAMPLES, &samples);
    printf("Multisampling buffers: %d, samples: %d\n", bufs, samples);
    
    glm::vec3 coneDir = {0.f, -1.f, -1.f};
    glm::vec4 lightPos = {0.f, 30.f, 30.f, 1.f};
    
    glm::mat4 scaleBiasMat = {{0.5f, 0.f, 0.f, 0.f}, {0.f, 0.5f, 0.f, 0.f}, {0.f, 0.f, 0.5f, 0.f}, {0.5f, 0.5f, 0.5f, 1.f}};
    
    
    GLuint TeapotTexture;
    
    int imgWidth, imgHeight, imgComp;
    gTexImage = stbi_load("texture.jpg", &imgWidth, &imgHeight, &imgComp, STBI_rgb);
    glGenTextures(1, &TeapotTexture);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, TeapotTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, gTexImage);
    glActiveTexture(GL_TEXTURE0);
    
    
    //Screen Shader
    
    gScreenProg = glCreateProgram();
    gScreenVS = CreateShader(GL_VERTEX_SHADER, "screen.vert");
    gScreenFS = CreateShader(GL_FRAGMENT_SHADER, "screen.frag");
    glAttachShader(gScreenProg, gScreenVS);
    glAttachShader(gScreenProg, gScreenFS);
    glLinkProgram(gScreenProg);
    glUseProgram(gScreenProg);
    
    glm::vec3 screenColor = {1.f, 1.f, 1.f};
    GLint screenColorLoc = glGetUniformLocation(gScreenProg, "uColor");
    glUniform3fv(screenColorLoc, 1, glm::value_ptr(screenColor));
    
    glGenVertexArrays(1, &gScreenVao);
    glBindVertexArray(gScreenVao);
    
    glGenBuffers(1, &gScreenPosBuf);
    glBindBuffer(GL_ARRAY_BUFFER, gScreenPosBuf);
    glm::vec4 screenPosData[] = {{-0.8f, -0.5f, 0.f, 1.f}, {-0.8f, -0.8f, 0.f, 1.f}, {-0.5f, -0.5f, 0.f, 1.f}, {-0.5f, -0.5f, 0.f, 1.f}, {-0.8f, -0.8f, 0.f, 1.f}, {-0.5f, -0.8f, 0.f, 1.f}};
    glBufferData(GL_ARRAY_BUFFER, 6 * 4 * sizeof(float), &screenPosData[0], GL_STATIC_DRAW);
    
    GLint screenPosLoc = glGetAttribLocation(gScreenProg, "vPosition");
    glEnableVertexAttribArray(screenPosLoc);
    glBindBuffer(GL_ARRAY_BUFFER, gScreenPosBuf);
    glVertexAttribPointer(screenPosLoc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    
    
    //Shadow Map Creation
    
    gShadowProg = glCreateProgram();
    gShadowVS = CreateShader(GL_VERTEX_SHADER, "shadow.vert");
    gShadowFS = CreateShader(GL_FRAGMENT_SHADER, "shadow.frag");
    glAttachShader(gShadowProg, gShadowVS);
    glAttachShader(gShadowProg, gShadowFS);
    glLinkProgram(gShadowProg);
    glUseProgram(gShadowProg);
    
    glGenFramebuffers(1, &gShadowFbo);
    glBindFramebuffer(GL_FRAMEBUFFER, gShadowFbo);
    
    glDrawBuffer(GL_NONE);
    
    glGenTextures(1, &gShadowTexture);
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, gShadowTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_DEPTH_TEXTURE_SIZE, SHADOW_DEPTH_TEXTURE_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    glActiveTexture(GL_TEXTURE0);
    
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, gShadowTexture, 0);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    gShadowViewMat = glm::lookAt(glm::vec3(lightPos), glm::vec3(lightPos) + coneDir, glm::vec3(0, 1, 0));
    gShadowProjMat = glm::frustum(-1.f, 1.f, -1.f, 1.f, 1.f, SHADOW_FRUSTRUM_DEPTH);
    
    gShadowModelMatLoc = glGetUniformLocation(gShadowProg, "uModelMat");
    
    gShadowViewMatLoc = glGetUniformLocation(gShadowProg, "uViewMat");
    glUniformMatrix4fv(gShadowViewMatLoc, 1, GL_FALSE, glm::value_ptr(gShadowViewMat));
    
    gShadowProjMatLoc = glGetUniformLocation(gShadowProg, "uProjMat");
    glUniformMatrix4fv(gShadowProjMatLoc, 1, GL_FALSE, glm::value_ptr(gShadowProjMat));
    
    glGenVertexArrays(1, &gShadowVao);
    glBindVertexArray(gShadowVao);
    
    gShadowPosLoc = glGetAttribLocation(gShadowProg, "vPosition");
    glEnableVertexAttribArray(gShadowPosLoc);
    
    //Program Creation
    
    gRenderProg = glCreateProgram();
    gRenderVS = CreateShader(GL_VERTEX_SHADER, "shader.vert");
    gRenderFS = CreateShader(GL_FRAGMENT_SHADER, "shader.frag");
    glAttachShader(gRenderProg, gRenderVS);
    glAttachShader(gRenderProg, gRenderFS);
    glLinkProgram(gRenderProg);
    glUseProgram(gRenderProg);
    
    
    //Texture
  
    //Uniforms
    
    gModelMatLoc = glGetUniformLocation(gRenderProg, "uModelMat");
    gModelMat = glm::rotate(glm::mat4(1.f), -1.57f, glm::vec3(1.f, 0.f, 0.f));
    glUniformMatrix4fv(gModelMatLoc, 1, GL_FALSE, glm::value_ptr(gModelMat));
    
    gViewMatLoc = glGetUniformLocation(gRenderProg, "uViewMat");
    glm::mat4 viewMat = glm::mat4(1.f);
    viewMat = glm::rotate(glm::mat4(1.f), 0.7f, glm::vec3(1.f, 0.f, 0.f)) * viewMat;
    viewMat = glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.f, -50.f)) * viewMat;
    glUniformMatrix4fv(gViewMatLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
    
    gProjMatLoc = glGetUniformLocation(gRenderProg, "uProjMat");
    glm::mat4 projMat = glm::perspective(45.f, (float)gScreenWidth / (float)gScreenHeight, PROJ_NEAR, PROJ_FAR);
    glUniformMatrix4fv(gProjMatLoc, 1, GL_FALSE, glm::value_ptr(projMat));
    
    gScaleBiasMatLoc = glGetUniformLocation(gRenderProg, "uScaleBiasMat");
    glUniformMatrix4fv(gScaleBiasMatLoc, 1, GL_FALSE, glm::value_ptr(scaleBiasMat));
    
    gShadowMatLoc = glGetUniformLocation(gRenderProg, "uShadowMat");
    glm::mat4 shadowMat = gShadowProjMat * gShadowViewMat;
    glUniformMatrix4fv(gShadowMatLoc, 1, GL_FALSE, glm::value_ptr(shadowMat));
    
    gTexUnitLoc = glGetUniformLocation(gRenderProg, "uTexUnit");
    glUniform1i(gTexUnitLoc, 0);
    
    gIsTexturedLoc = glGetUniformLocation(gRenderProg, "uIsTextured");
    glUniform1i(gIsTexturedLoc, 1);
    
    gColorLoc = glGetUniformLocation(gRenderProg, "uColor");
    glm::vec4 color = {1.0f, 0.f, 0.f, 1.f};
    glUniform4fv(gColorLoc, 1, glm::value_ptr(color));
    
    gAmbientLoc = glGetUniformLocation(gRenderProg, "uAmbient");
    glm::vec3 ambVec = {0.3f, 0.3f, 0.3f};
    glUniform3fv(gAmbientLoc, 1, glm::value_ptr(ambVec));
    
    gDiffuseLoc = glGetUniformLocation(gRenderProg, "uDiffuse");
    glm::vec3 difVec = {0.5f, 0.f, 0.f};
    glUniform3fv(gDiffuseLoc, 1, glm::value_ptr(difVec));
    
    gSpecularLoc = glGetUniformLocation(gRenderProg, "uSpecular");
    glm::vec3 specVec = {1.f, 1.f, 1.f};
    glUniform3fv(gSpecularLoc, 1, glm::value_ptr(specVec));
    
    gShininessLoc = glGetUniformLocation(gRenderProg, "uShininess");
    float shininess = 20.0f;
    glUniform1f(gShininessLoc, shininess);
    
    gLightPosLoc = glGetUniformLocation(gRenderProg, "uLightPos");
    glUniform4fv(gLightPosLoc, 1, glm::value_ptr(lightPos));
    
    gSpecStrengthLoc = glGetUniformLocation(gRenderProg, "uSpecStrength");
    float strength = 3.f;
    glUniform1f(gSpecStrengthLoc, strength);
    
    
    gConstAttenuationLoc = glGetUniformLocation(gRenderProg, "uConstAttenuation");
    float constAttenuation = 1.f;
    glUniform1f(gConstAttenuationLoc, constAttenuation);
    
    gLinearAttenuationLoc = glGetUniformLocation(gRenderProg, "uLinearAttenuation");
    float linearAttenuation = 0.05f;
    glUniform1f(gLinearAttenuationLoc, linearAttenuation);
    
    gConeDirectionLoc = glGetUniformLocation(gRenderProg, "uConeDirection");
    glUniform3fv(gConeDirectionLoc, 1, glm::value_ptr(coneDir));
    
    gConeAngleLoc = glGetUniformLocation(gRenderProg, "uConeAngle");
    float coneAngle = 0.8f;
    glUniform1f(gConeAngleLoc, coneAngle);
    
    gSpotExponentLoc = glGetUniformLocation(gRenderProg, "uSpotExponent");
    float spotExponent = 1.0f;
    glUniform1f(gSpotExponentLoc, spotExponent);
    
    gAmbientSkyLoc = glGetUniformLocation(gRenderProg, "uAmbientSky");
    glm::vec3 ambientSky = {0.3f, 0.3f, 0.3f};
    glUniform3fv(gAmbientSkyLoc, 1, glm::value_ptr(ambientSky));
    
    gAmbientGroundLoc = glGetUniformLocation(gRenderProg, "uAmbientGround");
    glm::vec3 ambientGround = {0.1f, 0.1f, 0.1f};
    glUniform3fv(gAmbientGroundLoc, 1, glm::value_ptr(ambientGround));
    
    gDepthTextureLoc = glGetUniformLocation(gRenderProg, "uDepthTexture");
    glUniform1i(gDepthTextureLoc, 2);
    
    gProjectorDepthTextureLoc = glGetUniformLocation(gRenderProg, "uProjectorDepthTexture");
    glUniform1i(gProjectorDepthTextureLoc, 3);

    //Vertex Array Object
    
    glGenVertexArrays(1, &gVao);
    glBindVertexArray(gVao);
    

    //Vertex Attribute Specification
    
    gPosLoc = glGetAttribLocation(gRenderProg, "vPosition");
    glEnableVertexAttribArray(gPosLoc);
    
    gTexCoordLoc = glGetAttribLocation(gRenderProg, "vTexCoord");
    glEnableVertexAttribArray(gTexCoordLoc);

    gNormLoc = glGetAttribLocation(gRenderProg, "vNormal");
    glEnableVertexAttribArray(gNormLoc);
    
    //Floor
    
    gFloorObj.modelMat = glm::mat4(1.f);
    
    GLuint floorBuffers[3];
    glGenBuffers(3, &floorBuffers[0]);
    
    glBindBuffer(GL_ARRAY_BUFFER, floorBuffers[0]);
    glm::vec4 floorPosData[] = {{-60.f, 0.f, -30.f, 1.f}, {-60, 0.f, 30.f, 1.f}, {60.f, 0.f, -30.f, 1.f}, {60.f, 0.f, -30.f, 1.f}, {-60.f, 0.f, 30.f, 1.f}, {60.f, 0.f, 30.f, 1.f}};
    glBufferData(GL_ARRAY_BUFFER, 4 * 6 * sizeof(float), &floorPosData[0], GL_STATIC_DRAW);
    
    glBindBuffer(GL_ARRAY_BUFFER, floorBuffers[1]);
    glm::vec2 floorTexCoordData[] = {{0.f, 0.f}, {0.f, 1.f}, {1.f, 0.f}, {1.f, 0.f}, {0.f, 1.f}, {1.f, 1.f}};
    glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), &floorTexCoordData[0], GL_STATIC_DRAW);
    
    glBindBuffer(GL_ARRAY_BUFFER, floorBuffers[2]);
    glm::vec3 floorNormData[] = {{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}};
    glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), &floorNormData[0], GL_STATIC_DRAW);
    
    gFloorObj.glPosBuf = floorBuffers[0];
    gFloorObj.glTexCoordBuf = floorBuffers[1];
    gFloorObj.glNormBuf = floorBuffers[2];
    
    gFloorObj.vertCount = 6;
    
    gFloorObj.ambientColor = {0.3f, 0.3f, 0.3f};
    //gFloorObj.ambientColor = {1.f, 1.f, 1.f};
    gFloorObj.diffuseColor = {0.5f, 0.5f, 0.5f};
    gFloorObj.specularColor = {1.f, 1.f, 1.f};

    gFloorObj.shininess = 20.f;
    gFloorObj.specStrength = 0.f;
    
    gFloorObj.isTextured = false;
    gFloorObj.objColor = {0.5f, 0.5f, 0.5f, 1.f};
    //gFloorObj.objColor = {1.f, 1.f, 1.f, 1.f};
    
    gFloorObj.glTexture = TeapotTexture;
    gFloorObj.glTexUnit = 0;
    
    //Teapot
    
    gTeapotObj.modelMat = glm::rotate(glm::mat4(1.f), -1.57f, glm::vec3(1.f, 0.f, 0.f));
    
    GLuint TeapotBuffers[3];
    glGenBuffers(3, &TeapotBuffers[0]);
    
    glBindBuffer(GL_ARRAY_BUFFER, TeapotBuffers[0]);
    glBufferData(GL_ARRAY_BUFFER, teapot.m_Info.vertCount * 4 * sizeof(float), &teapot.m_Info.v[0], GL_STREAM_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, TeapotBuffers[1]);
    glBufferData(GL_ARRAY_BUFFER, teapot.m_Info.vertCount * 2 * sizeof(float), &teapot.m_Info.vt[0], GL_STREAM_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, TeapotBuffers[2]);
    glBufferData(GL_ARRAY_BUFFER, teapot.m_Info.vertCount * 3 * sizeof(float), &teapot.m_Info.vn[0], GL_STREAM_DRAW);
    
    gTeapotObj.glPosBuf = TeapotBuffers[0];
    gTeapotObj.glTexCoordBuf = TeapotBuffers[1];
    gTeapotObj.glNormBuf = TeapotBuffers[2];
    
    gTeapotObj.vertCount = teapot.m_Info.vertCount;
    
    gTeapotObj.ambientColor = {0.3f, 0.3f, 0.3f};
    gTeapotObj.diffuseColor = {0.8f, 0.f, 0.f};
    gTeapotObj.specularColor = {1.f, 1.f, 1.f};
    
    gTeapotObj.shininess = 20.f;
    gTeapotObj.specStrength = 5.f;
    
    gTeapotObj.isTextured = true;
    gTeapotObj.objColor = {0.1f, 0.f, 0.f, 1.f};
    
    gTeapotObj.glTexture = TeapotTexture;
    gTeapotObj.glTexUnit = 1;
    
    gSceneGraph.push_back(gTeapotObj);
    gSceneGraph.push_back(gFloorObj);
    
    gFilterProg = glCreateProgram();
    gFilterVS = CreateShader(GL_VERTEX_SHADER, "bloom.vert");
    gFilterFS = CreateShader(GL_FRAGMENT_SHADER, "bloom.frag");
    glAttachShader(gFilterProg, gFilterVS);
    glAttachShader(gFilterProg, gFilterFS);
    glLinkProgram(gFilterProg);
    glUseProgram(gFilterProg);
    
    gFilterRenderTextureLoc = glGetUniformLocation(gFilterProg, "uRenderTexture");
    glUniform1i(gFilterRenderTextureLoc, 3);
    
    // Swap textures in shader by binding texture to tex unit 4 (GL_TEXTURE3)
    
    gFilterTextureLoc = glGetUniformLocation(gFilterProg, "uTexture");
    glUniform1i(gFilterTextureLoc, 4);
    
    
    gFilterWidthLoc = glGetUniformLocation(gFilterProg, "uScreenWidth");
    glUniform1i(gFilterWidthLoc, gScreenWidth * 2);
    
    gFilterHeightLoc = glGetUniformLocation(gFilterProg, "uScreenHeight");
    glUniform1i(gFilterHeightLoc, gScreenHeight * 2);
    
    gFilterPassLoc = glGetUniformLocation(gFilterProg, "uPass");
    glUniform1i(gFilterPassLoc, 1);
    
    gFilterLumThresholdLoc = glGetUniformLocation(gFilterProg, "uLumThreshold");
    glUniform1f(gFilterLumThresholdLoc, 0.75f);
    
    // Calculates the weights of the gaussian function
    
    float weights[20];
    float sum = 0.f;
    float sigma = 5.f;
    
    weights[0] = gauss(0, sigma);
    sum += weights[0];
    
    for (int i = 1; i < 20; i++) {
        weights[i] = gauss(i, sigma);
        sum += 2 * weights[i];
    }
    
    for (int i = 0; i < 20; i++) {
        weights[i] = weights[i] / sum; // Normalizes weights: sum of weights equals 1
    }
    
    gFilterWeightsLoc = glGetUniformLocation(gFilterProg, "uWeights");
    glUniform1fv(gFilterWeightsLoc, 20, weights);
    
    glGenBuffers(1, &gFilterPosBuf);
    glBindBuffer(GL_ARRAY_BUFFER, gFilterPosBuf);
    glm::vec4 filterPosData[] = {{-1.f, 1.f, 0.f, 1.f}, {-1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 1.f}, {-1.f, -1.f, 0.f, 1.f}, {1.f, -1.f, 0.f, 1.f}};
    glBufferData(GL_ARRAY_BUFFER, 6 * 4 * sizeof(float), &filterPosData[0], GL_STATIC_DRAW);
    
    glGenBuffers(1, &gFilterTexCoordBuf);
    glBindBuffer(GL_ARRAY_BUFFER, gFilterTexCoordBuf);
    glm::vec2 filterTexCoordData[] = {{0.f, 1.f}, {0.f, 0.f}, {1.f, 1.f}, {1.f, 1.f}, {0.f, 0.f}, {1.f, 0.f}};
    glBufferData(GL_ARRAY_BUFFER, 6 * 2 * sizeof(float), &filterTexCoordData[0], GL_STATIC_DRAW);
    
    glGenVertexArrays(1, &gFilterVao);
    glBindVertexArray(gFilterVao);
    
    gFilterPosBufLoc = glGetAttribLocation(gFilterProg, "vPosition");
    glEnableVertexAttribArray(gFilterPosBufLoc);
    glBindBuffer(GL_ARRAY_BUFFER, gFilterPosBuf);
    glVertexAttribPointer(gFilterPosBufLoc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    
    gFilterTexCoordBufLoc = glGetAttribLocation(gFilterProg, "vTexCoord");
    glEnableVertexAttribArray(gFilterTexCoordBufLoc);
    glBindBuffer(GL_ARRAY_BUFFER, gFilterTexCoordBuf);
    glVertexAttribPointer(gFilterTexCoordBufLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
    
    
    // Scene rendered to gFilterSceneTexture
    
    glGenFramebuffers(1, &gFilterSceneFbo);
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterSceneFbo);
    
    glGenTextures(1, &gFilterSceneTexture);
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, gFilterSceneTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gScreenWidth * 2, gScreenHeight * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    glActiveTexture(GL_TEXTURE0);
    
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gFilterSceneTexture, 0);
    
    glGenRenderbuffers(1, &gFilterSceneRbo);
    glBindRenderbuffer(GL_RENDERBUFFER, gFilterSceneRbo);
    
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, gScreenWidth * 2, gScreenHeight * 2);
    
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gFilterSceneRbo);
    
    GLenum drawModes[1] = {GL_COLOR_ATTACHMENT0};
    
    glDrawBuffers(1, drawModes);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    // Results of low luminance discard stored in gFilterLumTexture
    
    glGenFramebuffers(1, &gFilterLumFbo);
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterLumFbo);
    
    glGenTextures(1, &gFilterLumTexture);
    glBindTexture(GL_TEXTURE_2D, gFilterLumTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gScreenWidth * 2, gScreenHeight * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gFilterLumTexture, 0);
    
    GLenum lumDrawModes[1] = {GL_COLOR_ATTACHMENT0};
    
    glDrawBuffers(1, lumDrawModes);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    // Results of gaussian filter pass1 stored in gFilterPassTexture (depth buffer not needed)
    
    glGenFramebuffers(1, &gFilterBlurFbo);
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterBlurFbo);
    
    glGenTextures(1, &gFilterBlurTexture);
    glBindTexture(GL_TEXTURE_2D, gFilterBlurTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gScreenWidth * 2, gScreenHeight * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gFilterBlurTexture, 0);
    
    GLenum passDrawModes[1] = {GL_COLOR_ATTACHMENT0};
    
    glDrawBuffers(1, passDrawModes);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Example #11
0
//OpenGL Loop Logic
void glLoop() {
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    /*gModelMat = glm::rotate(gModelMat, -0.01f, glm::vec3(0.f, 0.f, 1.f));
    glUniformMatrix4fv(gModelMatLoc, 1, GL_FALSE, glm::value_ptr(gModelMat));*/
    
    glBindFramebuffer(GL_FRAMEBUFFER, gShadowFbo);
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(gShadowProg);
    
    glBindVertexArray(gShadowVao);
    
    glViewport(0, 0, SHADOW_DEPTH_TEXTURE_SIZE, SHADOW_DEPTH_TEXTURE_SIZE);
    glClearDepth(1.0f);
    glClear(GL_DEPTH_BUFFER_BIT);
    
    glUniformMatrix4fv(gShadowViewMatLoc, 1, GL_FALSE, glm::value_ptr(gShadowViewMat));
    glUniformMatrix4fv(gShadowProjMatLoc, 1, GL_FALSE, glm::value_ptr(gShadowProjMat));
    
    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(2.f, 4.f);
    
    for (auto& e: gSceneGraph) {
        
        glUniformMatrix4fv(gShadowModelMatLoc, 1, GL_FALSE, glm::value_ptr(e.modelMat));
        
        glBindBuffer(GL_ARRAY_BUFFER, e.glPosBuf);
        glVertexAttribPointer(gShadowPosLoc, 4, GL_FLOAT, GL_FALSE, 0, NULL);

        glDrawArrays(GL_TRIANGLES, 0, e.vertCount);
    }
    
    glDisable(GL_POLYGON_OFFSET_FILL);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    glViewport(0, 0, gScreenWidth * 2, gScreenHeight * 2);
    
    
    // Renders Scene to gFilterSceneTexture
    
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterSceneFbo);
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(gRenderProg);
    
    glBindVertexArray(gVao);
    
    for (auto& e: gSceneGraph) {
        glUniformMatrix4fv(gModelMatLoc, 1, GL_FALSE, glm::value_ptr(e.modelMat));
        glUniform3fv(gAmbientLoc, 1, glm::value_ptr(e.ambientColor));
        glUniform3fv(gDiffuseLoc, 1, glm::value_ptr(e.diffuseColor));
        glUniform3fv(gSpecularLoc, 1, glm::value_ptr(e.specularColor));
        glUniform1f(gShininessLoc, e.shininess);
        glUniform1f(gSpecStrengthLoc, e.specStrength);
        
        glUniform1i(gIsTexturedLoc, e.isTextured);
        glUniform1i(gTexUnitLoc, e.glTexUnit);
        glUniform4fv(gColorLoc, 1, glm::value_ptr(e.objColor));
        
        glBindBuffer(GL_ARRAY_BUFFER, e.glPosBuf);
        glVertexAttribPointer(gPosLoc, 4, GL_FLOAT, GL_FALSE, 0, NULL);
        glBindBuffer(GL_ARRAY_BUFFER, e.glTexCoordBuf);
        glVertexAttribPointer(gTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
        glBindBuffer(GL_ARRAY_BUFFER, e.glNormBuf);
        glVertexAttribPointer(gNormLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
        
        glDrawArrays(GL_TRIANGLES, 0, e.vertCount);
    }
    
    glUseProgram(gScreenProg);
    
    glBindVertexArray(gScreenVao);
    
    glDrawArrays(GL_TRIANGLES, 0, 3);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    // Low luminance discard pass. Results stored in gFilterLumTexture
    
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterLumFbo);
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(gFilterProg);
    
    glUniform1i(gFilterPassLoc, 1);
    
    glBindVertexArray(gFilterVao);
    
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    // Vertical pass of gaussian filter. Results stored in gFilterBlurTexture
    
    glViewport(0, 0, gScreenWidth * 2, gScreenHeight * 2);
    
    glActiveTexture(GL_TEXTURE4);
    glBindTexture(GL_TEXTURE_2D, gFilterLumTexture); // Texture obtained from scene rendering
    glActiveTexture(GL_TEXTURE0);
    
    glBindFramebuffer(GL_FRAMEBUFFER, gFilterBlurFbo);
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(gFilterProg);
    
    glUniform1i(gFilterPassLoc, 2);
    
    glBindVertexArray(gFilterVao);
    
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    
    // Horizontal pass of gaussian filter. Rendered to default framebuffer (screen)
    
    glActiveTexture(GL_TEXTURE4);
    glBindTexture(GL_TEXTURE_2D, gFilterBlurTexture); // Texture obtained from pass 1 of gaussian filter
    glActiveTexture(GL_TEXTURE0);
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(gFilterProg);
    
    glUniform1i(gFilterPassLoc, 3);
    
    glBindVertexArray(gFilterVao);
    
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
}
Example #12
0
	void set(const std::string& name, double value)
	{
		GL(glUniform1f(get_location(name.c_str()), static_cast<float>(value)));
	}
Example #13
0
	void set(const std::string& name, float value)
	{
		GL(glUniform1f(get_location(name.c_str()), value));
	}
Example #14
0
//--------------------------------------------------------------
void ofShader::setUniform1f(const string & name, float v1)  const{
	if(bLoaded) {
		int loc = getUniformLocation(name);
		if (loc != -1) glUniform1f(loc, v1);
	}
}
Example #15
0
void
display (void)
{
  static int frames, last_time;
  int x0, y0, width, height, ticks;
  GLint uindex;
  struct timespec ts;

  glUseProgram (prog);

  x0     = glutGet (GLUT_WINDOW_X);
  y0     = glutGet (GLUT_WINDOW_Y);
  width  = glutGet (GLUT_WINDOW_WIDTH);
  height = glutGet (GLUT_WINDOW_HEIGHT);
  clock_gettime (CLOCK_MONOTONIC_RAW, &ts);
  ticks  = ts.tv_sec * 1000 + ts.tv_nsec / 1000000;
  
  if(start_time == 0)
    start_time = ticks;

  if (frames == 0)
    last_time = ticks;

  frames++;

  if (ticks - last_time >= 5000)
    {
      fprintf (stderr, "FPS: %.2f\n", 1000.0 * frames / (ticks - last_time));
      frames = 0;
    }

  uindex = glGetUniformLocation (prog, "iGlobalTime");
  if (uindex >= 0)
    glUniform1f (uindex, (ticks - start_time) / 1000.0);

  uindex = glGetUniformLocation (prog, "time");
  if (uindex >= 0)
    glUniform1f (uindex, (ticks - start_time) / 1000.0);

  uindex = glGetUniformLocation (prog, "iResolution");
  if (uindex >= 0)
    {
      if (geometry[0] > 0.1 && geometry[1] > 0.1)
        glUniform3f (uindex, geometry[0], geometry[1], 1.0);
      else
        glUniform3f (uindex, width, height, 1.0);
    }

  uindex = glGetUniformLocation (prog, "iOffset");
  if (uindex >= 0)
    {
      if (geometry[0] > 0.1 && geometry[1] > 0.1)
        {
          glUniform2f (uindex,
                       x0 + geometry[2],
                       geometry[1] - (y0 + height) - geometry[3]);
        }
      else
        {
          glUniform2f (uindex, 0.0, 0.0);
        }
    }

  uindex = glGetUniformLocation (prog, "iMouse");
  if (uindex >= 0)
    glUniform4f (uindex, mouse[0],  mouse[1], mouse[2], mouse[3]);


  uindex = glGetUniformLocation (prog, "iChannel0");
  if (uindex >= 0)
    {
      glActiveTexture (GL_TEXTURE0 + 0);
      glBindTexture (GL_TEXTURE_2D, tex[0]);
      glUniform1i (uindex, 0);
    }

  uindex = glGetUniformLocation (prog, "iChannel1");
  if (uindex >= 0)
    {
      glActiveTexture (GL_TEXTURE0 + 1);
      glBindTexture (GL_TEXTURE_2D, tex[1]);
      glUniform1i (uindex, 1);
    }

  uindex = glGetUniformLocation (prog, "iChannel2");
  if (uindex >= 0)
    {
      glActiveTexture (GL_TEXTURE0 + 2);
      glBindTexture (GL_TEXTURE_2D, tex[1]);
      glUniform1i (uindex, 2);
    }

  uindex = glGetUniformLocation (prog, "iChannel3");
  if (uindex >= 0)
    {
      glActiveTexture (GL_TEXTURE0 + 3);
      glBindTexture (GL_TEXTURE_2D, tex[1]);
      glUniform1i (uindex, 3);
    }

  uindex = glGetUniformLocation (prog, "resolution");
  if (uindex >= 0)
    {
      if (geometry[0] > 0.1 && geometry[1] > 0.1)
        glUniform2f (uindex, geometry[0], geometry[1]);
      else
        glUniform2f (uindex, width, height);
    }

  uindex = glGetUniformLocation (prog, "led_color");
  if (uindex >= 0)
    glUniform3f (uindex, 0.5, 0.3, 0.8);

  glClear (GL_COLOR_BUFFER_BIT);
  glRectf (-1.0, -1.0, 1.0, 1.0);

  glutSwapBuffers ();
}
Example #16
0
 void
 GLLineShader2D::setZoom(float zoom)
 {
   glUniform1f(uniform_zoom, zoom);
   check_gl("Set line zoom level");
 }
int BrightnessMain::handle_opengl()
{
#ifdef HAVE_GL
	static char *brightness_yuvluma_frag = 
		"uniform sampler2D tex;\n"
		"uniform float brightness;\n"
		"uniform float contrast;\n"
		"uniform float offset;\n"
		"void main()\n"
		"{\n"
		"	vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
		"	yuva.r += brightness;\n"
		"	yuva.r = yuva.r * contrast + offset;\n"
		"	gl_FragColor = yuva;\n"
		"}\n";

	static char *brightness_yuv_frag = 
		"uniform sampler2D tex;\n"
		"uniform float brightness;\n"
		"uniform float contrast;\n"
		"uniform float offset;\n"
		"void main()\n"
		"{\n"
		"	vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
		"	yuva.r += brightness;\n"
		"	yuva.rgb *= vec3(contrast, contrast, contrast);\n"
		"	yuva.rgb += vec3(offset, offset, offset);\n"
		"	gl_FragColor = yuva;\n"
		"}\n";

	static char *brightness_rgb_frag =
		"uniform sampler2D tex;\n"
		"uniform float brightness;\n"
		"uniform float contrast;\n"
		"uniform float offset;\n"
		"void main()\n"
		"{\n"
		"	vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
		"	rgba.rgb += vec3(brightness, brightness, brightness);\n"
		"	rgba.rgb *= vec3(contrast, contrast, contrast);\n"
		"	rgba.rgb += vec3(offset, offset, offset);\n"
		"	gl_FragColor = rgba;\n"
		"}\n";

	static char *brightness_rgbluma_frag =
		"uniform sampler2D tex;\n"
		"uniform float brightness;\n"
		"uniform float contrast;\n"
		"uniform float offset;\n"
		"void main()\n"
		"{\n"
 		"	const mat3 yuv_to_rgb_matrix = mat3(\n"
 		"		1,       1,        1, \n"
 		"		0,       -0.34414, 1.77200, \n"
 		"		1.40200, -0.71414, 0);\n"
 		"	const mat3 rgb_to_yuv_matrix = mat3(\n"
 		"		0.29900, -0.16874, 0.50000, \n"
 		"		0.58700, -0.33126, -0.41869, \n"
 		"		0.11400, 0.50000,  -0.08131);\n"
		"	vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
		"	rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
		"	rgba.r += brightness;\n"
		"	rgba.r = rgba.r * contrast + offset;\n"
		"	rgba.rgb = yuv_to_rgb_matrix * rgba.rgb;\n"
		"	gl_FragColor = rgba;\n"
		"}\n";

	get_output()->to_texture();
	get_output()->enable_opengl();

	unsigned int shader_id = 0;
	switch(get_output()->get_color_model())
	{
		case BC_YUV888:
		case BC_YUVA8888:
			if(config.luma)
				shader_id = VFrame::make_shader(0,
					brightness_yuvluma_frag,
					0);
			else
				shader_id = VFrame::make_shader(0,
					brightness_yuv_frag,
					0);
			break;
		default:
			if(config.luma)
				shader_id = VFrame::make_shader(0,
					brightness_rgbluma_frag,
					0);
			else
				shader_id = VFrame::make_shader(0,
					brightness_rgb_frag,
					0);
			break;
	}


	if(shader_id > 0) 
	{
		glUseProgram(shader_id);
		glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
		glUniform1f(glGetUniformLocation(shader_id, "brightness"), config.brightness / 100);
		float contrast = (config.contrast < 0) ? 
			(config.contrast + 100) / 100 : 
			(config.contrast + 25) / 25;
		glUniform1f(glGetUniformLocation(shader_id, "contrast"), contrast);
		float offset = 0.5 - contrast / 2;
		glUniform1f(glGetUniformLocation(shader_id, "offset"), offset);
	}

	get_output()->init_screen();
	get_output()->bind_texture(0);

	

	get_output()->draw_texture();
	glUseProgram(0);
	get_output()->set_opengl_state(VFrame::SCREEN);
//printf("BrightnessMain::handle_opengl 100 %x\n", glGetError());
#endif
}
void MaterialPreview::paintGL() {
    // clear framebuffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // set modelview matrix
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glMultMatrix(camera_->getCameraMatrix().constData());

    shadingProgram->bind();

    glLightfv(GL_LIGHT0, GL_POSITION, light0Position_);

    // set uniforms for the sphere
    glUniform1f(shadingIdID_, sphere_->getID());
    glUniform3f(ambientColorID_, sphere_->getAmbientColor().x_, sphere_->getAmbientColor().y_, sphere_->getAmbientColor().z_);
    glUniform3f(diffuseColorID_, sphere_->getDiffuseColor().x_, sphere_->getDiffuseColor().y_, sphere_->getDiffuseColor().z_);
    glUniform3f(specularColorID_, sphere_->getSpecularColor().x_, sphere_->getSpecularColor().y_, sphere_->getSpecularColor().z_);
    glUniform1f(kaID_, sphere_->getKa());
    glUniform1f(kdID_, sphere_->getKd());
    glUniform1f(ksID_, sphere_->getKs());
    glUniform1f(roughnessID_, sphere_->getRoughness());
    glUniform1f(specularRoughnessID_, sphere_->getSpecularRoughness());
    glUniform1f(refractionIndexID_, sphere_->getRefractionIndex());

    int *textureIDs = (int*) malloc(sizeof(int) * Primitive::NR_TEXTURES);
    int *textureActiveIDs = (int*) malloc(sizeof(int) * Primitive::NR_TEXTURES);
    for (int i = 0; i < Primitive::NR_TEXTURES; i++) {
        textureIDs[i] = 10 + i;
        if (sphere_->isTextureActive(static_cast<Primitive::Textures>(i))) {
            textureActiveIDs[i] = 1;
        } else {
            textureActiveIDs[i] = 0;
        }

        if (sphereBufferIDs_.hasTextures_[i]) {
            glActiveTexture(GL_TEXTURE10 + i);
            glBindTexture(GL_TEXTURE_2D, sphereBufferIDs_.textures_[i]);
        } else {
            glActiveTexture(GL_TEXTURE10 + i);
            glBindTexture(GL_TEXTURE_2D, 0);
            textureActiveIDs[i] = 0;
        }
    }
    glActiveTexture(GL_TEXTURE0);
    checkGLErrors("binding textures to master shader");

    glUniform1iv(textureIDs_, Primitive::NR_TEXTURES, textureIDs);
    glUniform1iv(textureActiveIDs_, Primitive::NR_TEXTURES, textureActiveIDs);
    glUniform1i(nrTexturesID_, Primitive::NR_TEXTURES);

    glUniform1i(diffuseShaderID_, sphere_->getDiffuseShader());
    glUniform1i(specularShaderID_, sphere_->getSpecularShader());

    sphere_->draw(sphereBufferIDs_);

    shadingProgram->release();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (height() != 0) gluPerspective(45.0d, ((double) width()) / ((double) height()), NEAR_PLANE, FAR_PLANE);
    checkGLErrors("after setting projection matrix");
}
Example #19
0
void ShaderLibrary::setUniformVariable(GLuint program, GLint location, double value)
{
   glUniform1f(location, (GLfloat)value);
}
Example #20
0
void ParticleRenderer::display()
{	
	if (b_renderSkyBox){
		drawSkyBox();
	} 
	if (b_renderFloor){
		drawFloor();
	}
	
    switch (_displayMode)
    { 
		case PARTICLE_POINTS:
		{
		    glColor3f(1, 1, 1);
		    glPointSize(1.0f);
		    _drawPoints();
		}
        break;
		case PARTICLE_FIRE:
		{
			glPointSize(4.0f);
			float m_baseColor[4] = { 0.6f, 0.1f, 0.0f, 0.95f};
			glColor4f(m_baseColor[0],m_baseColor[1],m_baseColor[2],m_baseColor[3]);
			
			glEnable (GL_POINT_SMOOTH);
			glHint (GL_POINT_SMOOTH_HINT, GL_NICEST);
			glAlphaFunc(GL_GREATER, 0.1);
			glEnable(GL_ALPHA_TEST);  	
			glBlendFunc(GL_SRC_ALPHA, GL_ONE);
			glEnable(GL_BLEND);	
			glDepthMask(GL_FALSE); // Disable depth buffer updating! (Integral to transparency!)
			_drawPoints(false);
			glDepthMask(GL_TRUE);
			glDisable(GL_BLEND);
			glDisable(GL_ALPHA_TEST);
		}
		break;
		case SPRITE_COSMOS:
		{			
		    glEnable(GL_POINT_SPRITE_ARB);	// setup point sprites		    
		    glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
		    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
		    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		    glEnable(GL_BLEND);
		    glDepthMask(GL_FALSE);
		    glUseProgram(m_program_cosmos);
		    
		    GLuint texLoc = glGetUniformLocation(m_program_cosmos, "splatTexture");
		    
		    glUniform1i(texLoc, 0);
		    
		    glActiveTextureARB(GL_TEXTURE0_ARB);
		    
		    glBindTexture(GL_TEXTURE_2D, m_texture);
		    glColor3f(1, 1, 1);
		    glPointSize(m_particleRadius*2.0f);
		    //float m_baseColor[4] = {0.6f, 0.1f, 0.0f, 0.95f};
		    float m_baseColor[4] = { 1.0f, 0.6f, 0.3f, 0.20f};	// nbody fp32 color (yellow)
		    //float m_baseColor[4] = { 0.4f, 0.8f, 0.1f, 1.0f}; // nbody fp64 color (green)
		    glSecondaryColor3fv(m_baseColor);        
		    _drawPoints();        
		    glUseProgram(0);
		    glDisable(GL_POINT_SPRITE_ARB);
		    glDisable(GL_BLEND);
		    glDepthMask(GL_TRUE);
		  }    	
		  break;
		default: 
		case PARTICLE_SPHERES:
		{		
		    glEnable(GL_POINT_SPRITE_ARB);
		    glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
		    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
		    glDepthMask(GL_TRUE);
		    glEnable(GL_DEPTH_TEST);
		    glUseProgram(m_program_sphere);
		    glUniform1f( glGetUniformLocation(m_program_sphere, "pointScale"), m_window_h / tanf(m_fov*0.5f*(float)M_PI/180.0f) );
		    glUniform1f( glGetUniformLocation(m_program_sphere, "pointRadius"), m_particleRadius );
		    glColor3f(1, 1, 1);
		    _drawPoints();
		    glUseProgram(0);
		    glDisable(GL_POINT_SPRITE_ARB);
		}
		break;
    }
}
Example #21
0
void ShaderPair::ModifyShaderVal(std::string varName, float val)
{
	shaderVars[varName].fValue = val;
	glUniform1f(shaderVars[varName].location, val);
}
Example #22
0
void Shader::SetAmbientComponent(glm::vec3 color, float intensity)
{
	glUseProgram(ProgramID);
	glUniform3f(ambientColorID, color.r, color.g, color.b);
	glUniform1f(ambientIntensityID, intensity);
}
Example #23
0
template<> void Program::set_uniform(int loc, const double& v) const
{
	CHECK_FOR_GL_ERROR;
	glUniform1f(loc, (float)v);
	CHECK_FOR_GL_ERROR;
}
Example #24
0
void Shader::SetReflectFactor(float reflectFactor)
{
	glUseProgram(ProgramID);
	glUniform1f(ReflectFactorID, reflectFactor);
}
Example #25
0
GameMain::GameMain(Engine *engine)
	:
	editor_current_terrain{0},
	editor_current_building{0},
	clicking_active{true},
	ctrl_active{false},
	scrolling_active{false},
	assetmanager{engine->get_data_dir()} {

	engine->register_draw_action(this);
	engine->register_input_action(this);
	engine->register_tick_action(this);
	engine->register_drawhud_action(this);

	util::Dir *data_dir = engine->get_data_dir();
	util::Dir asset_dir = data_dir->append("converted");

	// load textures and stuff
	gaben      = new Texture{data_dir->join("gaben.png")};

	auto string_resources = util::read_csv_file<gamedata::string_resource>(asset_dir.join("string_resources.docx"));
	auto terrain_types  = util::read_csv_file<gamedata::terrain_type>(asset_dir.join("gamedata/gamedata-empiresdat/0000-terrains.docx"));
	auto blending_modes = util::read_csv_file<gamedata::blending_mode>(asset_dir.join("blending_modes.docx"));

	// create the terrain which will be filled by chunks
	terrain = new Terrain(assetmanager, terrain_types, blending_modes, true);
	terrain->fill(terrain_data, terrain_data_size);

	log::msg("loading game specification files... stand by, will be faster soon...");
	util::Dir gamedata_dir = asset_dir.append("gamedata");
	auto gamedata = util::recurse_data_files<gamedata::empiresdat>(gamedata_dir, "gamedata-empiresdat.docx");

	// create graphic id => graphic map
	for (auto &graphic : gamedata[0].graphics.data) {
		this->graphics[graphic.id] = &graphic;
	}

	int i = 0;
	int your_civ_id = 1; //British by default
	// 0 is gaia and not very useful (it's not an user facing civilization so
	// we cannot rely on it being polished... it might be VERY broken.
	// British or any other civ is a way safer bet.

	log::msg("Using the %s civilisation.", gamedata[0].civs.data[your_civ_id].name.c_str());

	for (auto &building : gamedata[0].civs.data[your_civ_id].units.building.data) {
		log::msg("building[%d]: %s", i, building.name.c_str());

		int graphic_id = building.graphic_standing0;
		if (graphic_id <= 0) {
			log::msg("  -> ignoring graphics_id: %d", graphic_id);
			continue;
		}

		int slp_id = this->graphics[graphic_id]->slp_id;

		log::msg("   slp id/name: %d %s", slp_id, this->graphics[graphic_id]->name0.c_str());

		if (slp_id <= 0) {
			log::msg("  -> ignoring slp_id: %d", slp_id);
			continue;
		}

		char *tex_fname = util::format("converted/Data/graphics.drs/%d.slp.png", slp_id);

		// convert the float to the discrete foundation size...
		openage::coord::tile_delta foundation_size = {
			(int)(building.radius_size0 * 2),
			(int)(building.radius_size1 * 2),
		};

		log::msg("   building has foundation size %.2f x %.2f = %ldx%ld",
		         building.radius_size0,
		         building.radius_size1,
		         foundation_size.ne,
		         foundation_size.se
		);

		int creation_sound = building.sound_creation0;
		int dying_sound = building.sound_dying;

		if (creation_sound == -1) {
			creation_sound = building.sound_creation1;
		}

		if (creation_sound == -1) {
			creation_sound = building.sound_selection;
		}

		if (dying_sound == -1) {
			dying_sound = 323; //generic explosion sound
		}

		TestBuilding *newbuilding = new TestBuilding{
			this->assetmanager.get_texture(tex_fname),
			building.name,
			foundation_size,
			building.terrain_id,
			creation_sound,
			dying_sound
		};
		this->available_buildings.push_back(newbuilding);

		delete[] tex_fname;
		i += 1;
	}


	// playable sound files for the audio manager
	std::vector<gamedata::sound_file> sound_files;

	for (auto &sound : gamedata[0].sounds.data) {
		for (auto &item : sound.sound_items.data) {
			char *snd_fname = util::format("Data/sounds.drs/%d.opus", item.resource_id);
			std::string snd_full_filename = asset_dir.join(snd_fname);

			if (0 >= util::file_size(snd_full_filename)) {
				log::msg("   file %s is not there, ignoring...", snd_full_filename.c_str());
				delete[] snd_fname;
				continue;
			}

			gamedata::sound_file f {
				gamedata::audio_category_t::GAME,
				item.resource_id,
				snd_fname,
				gamedata::audio_format_t::OPUS,
				gamedata::audio_loader_policy_t::IN_MEMORY
			};
			sound_files.push_back(f);
			delete[] snd_fname;
		}
	}

	// load the requested sounds.
	audio::AudioManager &am = engine->get_audio_manager();
	am.load_resources(asset_dir, sound_files);

	// create test sound objects that can be played later
	for (auto &sound : gamedata[0].sounds.data) {
		std::vector<int> sound_items;
		for (auto &item : sound.sound_items.data) {
			sound_items.push_back(item.resource_id);
		}
		this->available_sounds[sound.id] = TestSound{sound_items};
	}

	auto player_color_lines = util::read_csv_file<gamedata::palette_color>(asset_dir.join("player_palette_50500.docx"));

	GLfloat *playercolors = new GLfloat[player_color_lines.size() * 4];
	for (size_t i = 0; i < player_color_lines.size(); i++) {
		auto line = &player_color_lines[i];
		playercolors[i*4]     = line->r / 255.0;
		playercolors[i*4 + 1] = line->g / 255.0;
		playercolors[i*4 + 2] = line->b / 255.0;
		playercolors[i*4 + 3] = line->a / 255.0;
	}

	// shader initialisation
	// read shader source codes and create shader objects for wrapping them.

	char *texture_vert_code;
	util::read_whole_file(&texture_vert_code, data_dir->join("shaders/maptexture.vert.glsl"));
	auto plaintexture_vert = new shader::Shader(GL_VERTEX_SHADER, texture_vert_code);
	delete[] texture_vert_code;

	char *texture_frag_code;
	util::read_whole_file(&texture_frag_code, data_dir->join("shaders/maptexture.frag.glsl"));
	auto plaintexture_frag = new shader::Shader(GL_FRAGMENT_SHADER, texture_frag_code);
	delete[] texture_frag_code;

	char *teamcolor_frag_code;
	util::read_whole_file(&teamcolor_frag_code, data_dir->join("shaders/teamcolors.frag.glsl"));
	auto teamcolor_frag = new shader::Shader(GL_FRAGMENT_SHADER, teamcolor_frag_code);
	delete[] teamcolor_frag_code;

	char *alphamask_vert_code;
	util::read_whole_file(&alphamask_vert_code, data_dir->join("shaders/alphamask.vert.glsl"));
	auto alphamask_vert = new shader::Shader(GL_VERTEX_SHADER, alphamask_vert_code);
	delete[] alphamask_vert_code;

	char *alphamask_frag_code;
	util::read_whole_file(&alphamask_frag_code, data_dir->join("shaders/alphamask.frag.glsl"));
	auto alphamask_frag = new shader::Shader(GL_FRAGMENT_SHADER, alphamask_frag_code);
	delete[] alphamask_frag_code;



	// create program for rendering simple textures
	texture_shader::program = new shader::Program(plaintexture_vert, plaintexture_frag);
	texture_shader::program->link();
	texture_shader::texture = texture_shader::program->get_uniform_id("texture");
	texture_shader::tex_coord = texture_shader::program->get_attribute_id("tex_coordinates");
	texture_shader::program->use();
	glUniform1i(texture_shader::texture, 0);
	texture_shader::program->stopusing();


	// create program for tinting textures at alpha-marked pixels
	// with team colors
	teamcolor_shader::program = new shader::Program(plaintexture_vert, teamcolor_frag);
	teamcolor_shader::program->link();
	teamcolor_shader::texture = teamcolor_shader::program->get_uniform_id("texture");
	teamcolor_shader::tex_coord = teamcolor_shader::program->get_attribute_id("tex_coordinates");
	teamcolor_shader::player_id_var = teamcolor_shader::program->get_uniform_id("player_number");
	teamcolor_shader::alpha_marker_var = teamcolor_shader::program->get_uniform_id("alpha_marker");
	teamcolor_shader::player_color_var = teamcolor_shader::program->get_uniform_id("player_color");
	teamcolor_shader::program->use();
	glUniform1i(teamcolor_shader::texture, 0);
	glUniform1f(teamcolor_shader::alpha_marker_var, 254.0/255.0);
	// fill the teamcolor shader's player color table:
	glUniform4fv(teamcolor_shader::player_color_var, 64, playercolors);
	teamcolor_shader::program->stopusing();
	delete[] playercolors;


	// create program for drawing textures that are alpha-masked before
	alphamask_shader::program = new shader::Program(alphamask_vert, alphamask_frag);
	alphamask_shader::program->link();
	alphamask_shader::base_coord = alphamask_shader::program->get_attribute_id("base_tex_coordinates");
	alphamask_shader::mask_coord = alphamask_shader::program->get_attribute_id("mask_tex_coordinates");
	alphamask_shader::show_mask = alphamask_shader::program->get_uniform_id("show_mask");
	alphamask_shader::base_texture = alphamask_shader::program->get_uniform_id("base_texture");
	alphamask_shader::mask_texture = alphamask_shader::program->get_uniform_id("mask_texture");
	alphamask_shader::program->use();
	glUniform1i(alphamask_shader::base_texture, 0);
	glUniform1i(alphamask_shader::mask_texture, 1);
	alphamask_shader::program->stopusing();

	// after linking, the shaders are no longer necessary
	delete plaintexture_vert;
	delete plaintexture_frag;
	delete teamcolor_frag;
	delete alphamask_vert;
	delete alphamask_frag;
}
Example #26
0
	void Shader::setUniform(const GLchar *name, const glm::float_t& f)
	{
		glUniform1f(glGetUniformLocation(p_id, name), f);
	}
Example #27
0
void Program::SetUniformValue(const char* name, const float val)
{
    GLint i = glGetUniformLocation(id, name);
    if (i != -1)
        glUniform1f(i, val);
}
Example #28
0
void IconShader::SetUniformValuef(int uniformLoc, float value)
{
	glUniform1f(uniformLoc, value);
}
Example #29
0
void a3d_widget_draw(a3d_widget_t* self)
{
	assert(self);
	LOGD("debug");

	if(self->fade == 0.0f)
	{
		return;
	}

	a3d_rect4f_t rect_border_clip;
	if(a3d_rect4f_intersect(&self->rect_border,
	                        &self->rect_clip,
	                        &rect_border_clip) == 0)
	{
		return;
	}

	// draw the fill
	a3d_screen_t* screen = self->screen;
	a3d_vec4f_t*  c      = &self->color_fill;
	float         alpha  = self->fade*c->a;
	if(alpha > 0.0f)
	{
		a3d_screen_scissor(screen, &rect_border_clip);
		if(alpha < 1.0f)
		{
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		}

		a3d_mat4f_t mvp;
		glBindBuffer(GL_ARRAY_BUFFER, self->id_vtx_rect);
		a3d_mat4f_ortho(&mvp, 1, 0.0f, screen->w, screen->h, 0.0f, 0.0f, 2.0f);

		if(self->tone_y2 == 0.0f)
		{
			glEnableVertexAttribArray(self->attr_vertex);
			glVertexAttribPointer(self->attr_vertex, 2, GL_FLOAT, GL_FALSE, 0, 0);
			glUseProgram(self->prog);
			glUniform4f(self->unif_color, c->r, c->g, c->b, alpha);
			glUniformMatrix4fv(self->unif_mvp, 1, GL_FALSE, (GLfloat*) &mvp);
		}
		else
		{
			a3d_vec4f_t* c2     = &self->color_fill2;
			float        alpha2 = self->fade*c2->a;
			glEnableVertexAttribArray(self->attr_vertex2);
			glVertexAttribPointer(self->attr_vertex2, 2, GL_FLOAT, GL_FALSE, 0, 0);
			glUseProgram(self->prog2);
			glUniform4f(self->unif_color2a, c->r, c->g, c->b, alpha);
			glUniform4f(self->unif_color2b, c2->r, c2->g, c2->b, alpha2);
			glUniform1f(self->unif_y2, self->tone_y2);
			glUniformMatrix4fv(self->unif_mvp2, 1, GL_FALSE, (GLfloat*) &mvp);
		}
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4*A3D_WIDGET_BEZEL);

		glBindBuffer(GL_ARRAY_BUFFER, 0);
		if(self->tone_y2 == 0.0f)
		{
			glDisableVertexAttribArray(self->attr_vertex);
		}
		else
		{
			glDisableVertexAttribArray(self->attr_vertex2);
		}
		glUseProgram(0);
		if(alpha < 1.0f)
		{
			glDisable(GL_BLEND);
		}
	}

	// draw the contents
	a3d_rect4f_t rect_draw_clip;
	if(a3d_rect4f_intersect(&self->rect_draw,
	                        &self->rect_clip,
	                        &rect_draw_clip))
	{
		a3d_widget_draw_fn draw_fn = self->draw_fn;
		if(draw_fn)
		{
			a3d_screen_scissor(screen, &rect_draw_clip);
			(*draw_fn)(self);
		}

		// draw the scroll bar
		float s = rect_draw_clip.h/self->rect_draw.h;
		if(self->scroll_bar && (s < 1.0f))
		{
			// clamp the start/end points
			float a = -self->drag_dy/self->rect_draw.h;
			float b = a + s;
			if(a < 0.0f)
			{
				a = 0.0f;
			}
			else if(a > 1.0f)
			{
				a = 1.0f;
			}

			if(b < 0.0f)
			{
				b = 0.0f;
			}
			else if(b > 1.0f)
			{
				b = 1.0f;
			}

			a3d_vec4f_t* c0 = &self->color_scroll0;
			a3d_vec4f_t* c1 = &self->color_scroll1;
			a3d_screen_scissor(screen, &rect_border_clip);
			if((c0->a < 1.0f) || (c1->a < 1.0f))
			{
				glEnable(GL_BLEND);
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			}

			a3d_mat4f_t mvp;
			glBindBuffer(GL_ARRAY_BUFFER, self->scroll_id_vtx_rect);
			a3d_mat4f_ortho(&mvp, 1, 0.0f, screen->w, screen->h, 0.0f, 0.0f, 2.0f);

			glEnableVertexAttribArray(self->scroll_attr_vertex);
			glVertexAttribPointer(self->scroll_attr_vertex, 4, GL_FLOAT, GL_FALSE, 0, 0);
			glUseProgram(self->scroll_prog);
			glUniform4f(self->scroll_unif_color0, c0->r, c0->g, c0->b, c0->a);
			glUniform4f(self->scroll_unif_color1, c1->r, c1->g, c1->b, c1->a);
			glUniform1f(self->scroll_unif_a, a);
			glUniform1f(self->scroll_unif_b, b);
			glUniformMatrix4fv(self->scroll_unif_mvp, 1, GL_FALSE, (GLfloat*) &mvp);
			glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glDisableVertexAttribArray(self->scroll_attr_vertex);
			glUseProgram(0);
			if((c0->a < 1.0f) || (c1->a < 1.0f))
			{
				glDisable(GL_BLEND);
			}
		}
	}

	// draw the border
	c     = &self->color_line;
	alpha = self->fade*c->a;
	if((alpha > 0.0f) && (self->style_line != A3D_WIDGET_LINE_NONE))
	{
		glDisable(GL_SCISSOR_TEST);
		if(alpha < 1.0f)
		{
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		}
		glUseProgram(self->prog);
		glEnableVertexAttribArray(self->attr_vertex);

		// draw rounded line
		glBindBuffer(GL_ARRAY_BUFFER, self->id_vtx_line);
		glVertexAttribPointer(self->attr_vertex, 2, GL_FLOAT, GL_FALSE, 0, 0);
		a3d_mat4f_t mvp;
		a3d_mat4f_ortho(&mvp, 1, 0.0f, screen->w, screen->h, 0.0f, 0.0f, 2.0f);
		glUniformMatrix4fv(self->unif_mvp, 1, GL_FALSE, (GLfloat*) &mvp);
		glUniform4f(self->unif_color, c->r, c->g, c->b, alpha);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 2*(4*A3D_WIDGET_BEZEL + 1));

		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glDisableVertexAttribArray(self->attr_vertex);
		glUseProgram(0);
		if(alpha < 1.0f)
		{
			glDisable(GL_BLEND);
		}
		glEnable(GL_SCISSOR_TEST);
	}
}
int main()
{
	glfwInit();

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "ColorTest", nullptr, nullptr);
	glfwMakeContextCurrent(window);

	glfwSetKeyCallback(window, key_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	glewExperimental = GL_TRUE;

	glewInit();

	glViewport(0, 0, WIDTH, HEIGHT);

	glEnable(GL_DEPTH_TEST);

	//Build and compile shader program
	Shader lightingShader("../res/texture_map_shaders/texture_map_specular.vs", "../res/texture_map_shaders/texture_map_specular.frag");
	Shader lampShader("../res/lamp.vs", "../res/lamp.frag");

	// Set up vertex data (and buffer(s)) and attribute pointers
	GLfloat vertices[] = {
		// Positions           // Normals           // Texture Coords
		-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
		0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
		0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
		0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
		-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,

		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
		0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
		0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
		0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
		-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,

		-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
		-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
		-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
		-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,

		0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
		0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
		0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
		0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
		0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
		0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
		0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
		0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
		0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
		-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,

		-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
		0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
		0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
		0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
		-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
		-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
	};

	GLuint VBO, containerVAO;
	glGenVertexArrays(1, &containerVAO);
	glGenBuffers(1, &VBO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindVertexArray(containerVAO);
	// Position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	// Normal attribute
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(1);
	//Texture coordinates
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);
	glBindVertexArray(0);

	// Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube))
	GLuint lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);
	// We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need.
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	// Set the vertex attributes (only position data for the lamp))
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the normal vectors
	glEnableVertexAttribArray(0);
	glBindVertexArray(0);

	//load textures
	GLuint diffuseMap, specularMap, emissionMap;
	glGenTextures(1, &diffuseMap);
	glGenTextures(1, &specularMap);
	glGenTextures(1, &emissionMap);
	int width, height;
	unsigned char* image;
	image = SOIL_load_image("../res/images/container2.png", &width, &height, 0, SOIL_LOAD_RGB);
	glBindTexture(GL_TEXTURE_2D, diffuseMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image);
	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_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);

	image = SOIL_load_image("../res/images/lighting_maps_specular_color.png", &width, &height, 0, SOIL_LOAD_RGB);
	glBindTexture(GL_TEXTURE_2D, specularMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	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_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);

	image = SOIL_load_image("../res/images/matrix.jpg", &width, &height, 0, SOIL_LOAD_RGB);
	glBindTexture(GL_TEXTURE_2D, emissionMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	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_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
	SOIL_free_image_data(image);
	glBindTexture(GL_TEXTURE_2D, 0);

	lightingShader.Use();
	GLint materialDiffuseLoc = glGetUniformLocation(lightingShader.Program, "material.diffuse");
	GLint materialSpecularLoc = glGetUniformLocation(lightingShader.Program, "material.specular");
	GLint materialEmissionLoc = glGetUniformLocation(lightingShader.Program, "material.emission");
	glUniform1i(materialDiffuseLoc, 0);
	glUniform1i(materialSpecularLoc, 1);
	glUniform1i(materialEmissionLoc, 2);

	// Game loop
	while (!glfwWindowShouldClose(window))
	{
		// Calculate deltatime of current frame
		GLfloat currentFrame = glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();
		do_movement();

		// Clear the colorbuffer
		glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
		lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
		// Use cooresponding shader when setting uniforms/drawing objects
		lightingShader.Use();

		GLint objectColorLoc = glGetUniformLocation(lightingShader.Program, "objectColor");
		//GLint lightColorLoc = glGetUniformLocation(lightingShader.Program, "lightColor");
		GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "lightPos");
		GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos");

		glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f);
		//glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f);
		glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z);

		//printf("x:%f, y:%f, z:%f/n", lightPos.x, lightPos.y, lightPos.z);
		glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);

		
		GLint materialShininessLoc = glGetUniformLocation(lightingShader.Program, "material.shininess");

		glUniform1f(materialShininessLoc, 32.0f);

		glm::vec3 lighting;
		lighting.x = sin(glfwGetTime() * 2.0f);
		lighting.y = sin(glfwGetTime() * 1.0f);
		lighting.z = sin(glfwGetTime() * 1.4f);

		glm::vec3 ambientColor = lighting * glm::vec3(0.2f);
		glm::vec3 diffuseColor = lighting * glm::vec3(0.6f);

		GLint lightAmbientLoc = glGetUniformLocation(lightingShader.Program, "light.ambient");
		GLint lightDiffuseLoc = glGetUniformLocation(lightingShader.Program, "light.diffuse");
		GLint lightSpecularLoc = glGetUniformLocation(lightingShader.Program, "light.specular");

		/*glUniform3f(lightAmbientLoc, ambientColor.x, ambientColor.y, ambientColor.z);
		glUniform3f(lightDiffuseLoc, diffuseColor.x, diffuseColor.y, diffuseColor.z);*/
		glUniform3f(lightAmbientLoc, 0.5f, 0.5f, 0.5f);
		glUniform3f(lightDiffuseLoc, 0.5f, 0.5f, 0.5f);
		glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);
		// Create camera transformations
		glm::mat4 view;
		view = camera.GetViewMatrix();
		glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
		// Get the uniform locations
		GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model");
		GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view");
		GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection");
		// Pass the matrices to the shader
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));

		//Bind diffuse map
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, diffuseMap);

		//Bind specualr map
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, specularMap);

		//bind emission map
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, emissionMap);

		// Draw the container (using container's vertex attributes)
		glBindVertexArray(containerVAO);
		glm::mat4 model;
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

		// Also draw the lamp object, again binding the appropriate shader
		lampShader.Use();
		// Get location objects for the matrices on the lamp shader (these could be different on a different shader)
		modelLoc = glGetUniformLocation(lampShader.Program, "model");
		viewLoc = glGetUniformLocation(lampShader.Program, "view");
		projLoc = glGetUniformLocation(lampShader.Program, "projection");
		// Set matrices
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
		model = glm::mat4();
		model = glm::translate(model, lightPos);
		model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		// Draw the light object (using light's vertex attributes)
		glBindVertexArray(lightVAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

		// Swap the screen buffers
		glfwSwapBuffers(window);
	}

	// Terminate GLFW, clearing any resources allocated by GLFW.
	glfwTerminate();
	return 0;
}