Exemple #1
0
 void
 add_passes(iterator begin, iterator end)
 {
   for (; begin != end; ++begin)
     {
       add_pass(*begin);
     }
 }
Exemple #2
0
int main(int argc, char** argv) {

  gua::init(argc, argv);


  //create simple untextured material shader
  auto lod_keep_input_desc = std::make_shared<gua::MaterialShaderDescription>("./data/materials/PLOD_use_input_color.gmd");
  auto lod_keep_color_shader(std::make_shared<gua::MaterialShader>("PLOD_pass_input_color", lod_keep_input_desc));
  gua::MaterialShaderDatabase::instance()->add(lod_keep_color_shader);


  //create material for pointcloud
  auto lod_rough = lod_keep_color_shader->make_new_material();
  lod_rough->set_uniform("metalness", 0.2f);
  lod_rough->set_uniform("roughness", 0.4f);
  lod_rough->set_uniform("emissivity", 0.8f);


  //configure lod backend
  gua::LodLoader lod_loader;
  lod_loader.set_out_of_core_budget_in_mb(512);
  lod_loader.set_render_budget_in_mb(512);
  lod_loader.set_upload_budget_in_mb(20);

  //load a sample pointcloud
  auto plod_node = lod_loader.load_lod_pointcloud(
    "pointcloud",
    "/opt/3d_models/lamure/plod/pig_pr.bvh",
    lod_rough,
    gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE | gua::LodLoader::MAKE_PICKABLE);

  //load a sample mesh-based lod model 
  auto mlod_node = lod_loader.load_lod_trimesh(
    //"tri_mesh", 
    "/opt/3d_models/lamure/mlod/xyzrgb_dragon_7219k.bvh", 
    //plod_rough,
    gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE/* | gua::LodLoader::MAKE_PICKABLE*/
  );

  mlod_node->set_error_threshold(0.25);

  //setup scenegraph
  gua::SceneGraph graph("main_scenegraph");
  auto scene_transform = graph.add_node<gua::node::TransformNode>("/", "transform");
  auto mlod_transform = graph.add_node<gua::node::TransformNode>("/transform", "mlod_transform");

  auto plod_transform = graph.add_node<gua::node::TransformNode>("/transform", "plod_transform");

  graph.add_node("/transform/mlod_transform", mlod_node);

  graph.add_node("/transform/plod_transform", plod_node);

  mlod_transform->translate(-0.4, 0.0, 0.0);

  plod_transform->rotate(180.0, 0.0, 1.0, 0.0);
  plod_transform->translate(0.3, 0.08, 0.0);

  //create a lightsource
  auto light_transform = graph.add_node<gua::node::TransformNode>("/transform", "light_transform");
  auto light = graph.add_node<gua::node::LightNode>("/transform/light_transform", "light");
  light->data.set_type(gua::node::LightNode::Type::POINT);
  light->data.set_enable_shadows(false);

  light->data.set_shadow_map_size(4096);
  light->data.brightness = 5.0f;
  light->translate(0.f, 0.2f, 0.f);
  light->scale(4.f);
  light->translate(0.f, 0.f, 1.f);


  auto screen = graph.add_node<gua::node::ScreenNode>("/", "screen");
  screen->data.set_size(gua::math::vec2(1.92f, 1.08f));
  screen->translate(0, 0, 1.0);

  //add mouse interaction
  scm::gl::trackball_manipulator trackball;
  trackball.transform_matrix()*scm::math::make_translation(0.01f, 0.002f, 0.2f);
  trackball.dolly(0.2f);
  float dolly_sens = 1.5f;
  gua::math::vec2 trackball_init_pos(0.f);
  gua::math::vec2 last_mouse_pos(0.f);
  int button_state = -1;

  //setup rendering pipeline and window
  auto resolution = gua::math::vec2ui(1920, 1080);

  auto camera = graph.add_node<gua::node::CameraNode>("/screen", "cam");
  camera->translate(0.0f, 0, 2.5f);
  camera->config.set_resolution(resolution);
  
  //use close near plane to allow inspection of details
  //camera->config.set_near_clip(0.01f);
  //camera->config.set_far_clip(200.0f);
  camera->config.set_screen_path("/screen");
  camera->config.set_scene_graph_name("main_scenegraph");
  camera->config.set_output_window_name("main_window");
  camera->config.set_enable_stereo(true);

  auto PLod_Pass = std::make_shared<gua::PLodPassDescription>();

  auto pipe = std::make_shared<gua::PipelineDescription>();
  pipe->add_pass(std::make_shared<gua::MLodPassDescription>());
  pipe->add_pass(PLod_Pass);
  pipe->add_pass(std::make_shared<gua::BBoxPassDescription>());
  pipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>());
  pipe->add_pass(std::make_shared<gua::ResolvePassDescription>());
  pipe->add_pass(std::make_shared<gua::DebugViewPassDescription>());
  camera->set_pipeline_description(pipe);

  pipe->get_resolve_pass()->tone_mapping_exposure(1.f);
  pipe->get_resolve_pass()->tone_mapping_method(gua::ResolvePassDescription::ToneMappingMethod::UNCHARTED);

  pipe->get_resolve_pass()->background_mode(gua::ResolvePassDescription::BackgroundMode::SKYMAP_TEXTURE);
  pipe->get_resolve_pass()->background_texture("data/textures/envlightmap.jpg");

  //init window and window behaviour
  auto window = std::make_shared<gua::GlfwWindow>();
  gua::WindowDatabase::instance()->add("main_window", window);
  window->config.set_enable_vsync(false);
  window->config.set_size(resolution);
  window->config.set_resolution(resolution);
  window->config.set_stereo_mode(gua::StereoMode::MONO);

  window->on_resize.connect([&](gua::math::vec2ui const& new_size) {
    window->config.set_resolution(new_size);
    camera->config.set_resolution(new_size);
    screen->data.set_size(gua::math::vec2(0.001 * new_size.x, 0.001 * new_size.y));
  });

  //trackball controls
  bool drag_mode = false;
  window->on_move_cursor.connect([&](gua::math::vec2 const& pos) {
    float nx = 2.f * float(pos.x - (resolution.x/2))/float(resolution.x);
    float ny = -2.f * float(resolution.y - pos.y - (resolution.y/2))/float(resolution.y);
    if (button_state != -1) {
      if (drag_mode) {
        auto ssize = screen->data.get_size();
        gua::math::vec3 trans = gua::math::vec3(ssize.x *(nx - last_mouse_pos.x), ssize.y * (ny - last_mouse_pos.y), 0.f);
        auto object_trans = scm::math::inverse(screen->get_world_transform()) * mlod_transform->get_world_transform();
        mlod_transform->set_world_transform(screen->get_world_transform() * scm::math::make_translation(trans) * object_trans);
      }
      else {
        if (button_state == 0) { // left
          trackball.rotation(trackball_init_pos.x, trackball_init_pos.y, nx, ny);
        }
        if (button_state == 1) { // right
          trackball.dolly(dolly_sens*0.5f * (ny - trackball_init_pos.y));
        }
        if (button_state == 2) { // middle
          float f = dolly_sens < 1.0f ? 0.02f : 0.3f;
          trackball.translation(f*(nx - trackball_init_pos.x), f*(ny - trackball_init_pos.y));
        }
        trackball_init_pos.x = nx;
        trackball_init_pos.y = ny;
      }
    }
    last_mouse_pos.x = nx;
    last_mouse_pos.y = ny;
  });

  window->on_button_press.connect([&](int mousebutton, int action, int mods) {
    if (action == 1) {
      drag_mode = mods == 1;
      trackball_init_pos = last_mouse_pos;
      button_state = mousebutton;
    } else
      button_state = -1;
  });


  window->on_key_press.connect(std::bind([&](gua::PipelineDescription& pipe, gua::SceneGraph& graph, int key, int scancode, int action, int mods) {
    if (action == 0) return;
    switch (std::tolower(key)) {

      case '1':
        PLod_Pass->mode(gua::PLodPassDescription::SurfelRenderMode::HQ_TWO_PASS);
        PLod_Pass->touch();
        break;
      case '2':
        PLod_Pass->mode(gua::PLodPassDescription::SurfelRenderMode::HQ_LINKED_LIST);
        PLod_Pass->touch();
        break;

      default:
        break;
    }
  },
  std::ref(*(camera->get_pipeline_description())),
  std::ref(graph),
  std::placeholders::_1,
  std::placeholders::_2,
  std::placeholders::_3,
  std::placeholders::_4));

  window->open();

  gua::Renderer renderer;

  //application loop
  gua::events::MainLoop loop;
  gua::events::Ticker ticker(loop, 1.0 / 500.0);
  ticker.on_tick.connect([&]() {
    screen->set_transform(scm::math::inverse(gua::math::mat4(trackball.transform_matrix())));

    light->rotate(0.1, 0.f, 1.f, 0.f);
    window->process_events();
    if (window->should_close()) {
      renderer.stop();
      window->close();
      loop.stop();
    }
    else {


      renderer.queue_draw({ &graph });
      std::cout << "FPS: " << window->get_rendering_fps() << "  Frametime: " << 1000.f / window->get_rendering_fps() << std::endl;
    }
  });

  loop.start();

  return 0;
}
Exemple #3
0
int main(int argc, char** argv) {
  // initialize guacamole
  gua::init(argc, argv);

  // setup scene
  gua::SceneGraph graph("main_scenegraph");

  gua::TriMeshLoader loader;

  auto teapot_mat(gua::MaterialShaderDatabase::instance()
                  ->lookup("gua_default_material")
                  ->make_new_material());

  teapot_mat->set_render_wireframe(false);
  teapot_mat->set_show_back_faces(false);

  auto transform = graph.add_node<gua::node::TransformNode>("/", "transform");
  auto teapot(loader.create_geometry_from_file(
      "teapot", "data/objects/teapot.obj",
      teapot_mat,
      gua::TriMeshLoader::NORMALIZE_POSITION |
      gua::TriMeshLoader::NORMALIZE_SCALE) );

  graph.add_node("/transform", teapot);
  teapot->set_draw_bounding_box(true);

  auto portal = graph.add_node<gua::node::TexturedQuadNode>("/", "portal");
  portal->data.set_size(gua::math::vec2(1.2f, 0.8f));
  portal->data.set_texture("portal");
  portal->translate(0.5f, 0.f, -0.2f);
  portal->rotate(-30, 0.f, 1.f, 0.f);

  auto light2 = graph.add_node<gua::node::LightNode>("/", "light2");
  light2->data.set_type(gua::node::LightNode::Type::POINT);
  light2->data.brightness = 150.0f;
  light2->scale(12.f);
  light2->translate(-3.f, 5.f, 5.f);

  auto screen = graph.add_node<gua::node::ScreenNode>("/", "screen");
  screen->data.set_size(gua::math::vec2(1.92f, 1.08f));
  screen->translate(0, 0, 1.0);

  auto portal_screen =
      graph.add_node<gua::node::ScreenNode>("/", "portal_screen");
  portal_screen->translate(0.0, 0.0, 5.0);
  portal_screen->rotate(90, 0.0, 1.0, 0.0);
  portal_screen->data.set_size(gua::math::vec2(1.2f, 0.8f));

  // add mouse interaction
  gua::utils::Trackball trackball(0.01, 0.002, 0.2);

  // setup rendering pipeline and window
  auto resolution = gua::math::vec2ui(1920, 1080);

  auto portal_camera =
      graph.add_node<gua::node::CameraNode>("/portal_screen", "portal_cam");
  portal_camera->translate(0, 0, 2.0);
  portal_camera->config.set_resolution(gua::math::vec2ui(1200, 800));
  portal_camera->config.set_screen_path("/portal_screen");
  portal_camera->config.set_scene_graph_name("main_scenegraph");
  portal_camera->config.set_output_texture_name("portal");
  portal_camera->config.set_enable_stereo(false);

  auto portal_pipe = std::make_shared<gua::PipelineDescription>();
  portal_pipe->add_pass(std::make_shared<gua::TriMeshPassDescription>());
  portal_pipe->add_pass(
      std::make_shared<gua::LightVisibilityPassDescription>());

  auto resolve_pass = std::make_shared<gua::ResolvePassDescription>();
  resolve_pass->background_mode(
      gua::ResolvePassDescription::BackgroundMode::QUAD_TEXTURE);
  resolve_pass->tone_mapping_exposure(1.0f);

  portal_pipe->add_pass(resolve_pass);
  portal_pipe->add_pass(std::make_shared<gua::DebugViewPassDescription>());

  portal_camera->set_pipeline_description(portal_pipe);

  auto camera = graph.add_node<gua::node::CameraNode>("/screen", "cam");
  camera->translate(0, 0, 2.0);
  camera->config.set_resolution(resolution);
  camera->config.set_screen_path("/screen");
  camera->config.set_scene_graph_name("main_scenegraph");
  camera->config.set_output_window_name("main_window");
  camera->config.set_enable_stereo(false);
  camera->set_pre_render_cameras({portal_camera});

  camera->get_pipeline_description()->get_resolve_pass()->tone_mapping_exposure(
    1.0f);
  camera->get_pipeline_description()->add_pass(
    std::make_shared<gua::DebugViewPassDescription>());

  auto window = std::make_shared<gua::GlfwWindow>();
  gua::WindowDatabase::instance()->add("main_window", window);

  window->config.set_enable_vsync(false);
  window->config.set_size(resolution);
  window->config.set_resolution(resolution);
  window->config.set_stereo_mode(gua::StereoMode::MONO);

  window->on_resize.connect([&](gua::math::vec2ui const& new_size) {
    window->config.set_resolution(new_size);
    camera->config.set_resolution(new_size);
    screen->data.set_size(
        gua::math::vec2(0.001 * new_size.x, 0.001 * new_size.y));
  });
  window->on_move_cursor.connect(
      [&](gua::math::vec2 const& pos) { trackball.motion(pos.x, pos.y); });
  window->on_button_press.connect(
      std::bind(mouse_button, std::ref(trackball), std::placeholders::_1,
                std::placeholders::_2, std::placeholders::_3));

  gua::Renderer renderer;

  // application loop
  gua::events::MainLoop loop;
  gua::events::Ticker ticker(loop, 1.0 / 500.0);

  ticker.on_tick.connect([&]() {

    // apply trackball matrix to object
    gua::math::mat4 modelmatrix =
        scm::math::make_translation(trackball.shiftx(), trackball.shifty(),
                                    trackball.distance()) *
        gua::math::mat4(trackball.rotation());

    transform->set_transform(modelmatrix);

    if (window->should_close()) {
      renderer.stop();
      window->close();
      loop.stop();
    } else {
      renderer.queue_draw({&graph});
    }
  });

  loop.start();

  return 0;
}
Exemple #4
0
int main(int argc, char** argv) {
  // initialize guacamole
  gua::init(argc, argv);

  /////////////////////////////////////////////////////////////////////////////
  // create a set of materials
  /////////////////////////////////////////////////////////////////////////////

  // create simple untextured material shader
  auto pbr_keep_input_desc    = std::make_shared<gua::MaterialShaderDescription>("./data/materials/PBR_use_input_color.gmd");
  auto pbr_uniform_color_desc = std::make_shared<gua::MaterialShaderDescription>("./data/materials/PBR_uniform_color.gmd");

  //use this material for models where shading does not make sense
  auto pbr_keep_color_shader(std::make_shared<gua::MaterialShader>("PBR_pass_input_color", pbr_keep_input_desc));
  auto pbr_overwrite_color_shader(std::make_shared<gua::MaterialShader>("PBR_overwrite_input_color", pbr_uniform_color_desc));

  gua::MaterialShaderDatabase::instance()->add(pbr_keep_color_shader);
  gua::MaterialShaderDatabase::instance()->add(pbr_overwrite_color_shader);

  // create different materials for point-based input
  auto plod_glossy      = pbr_keep_color_shader->make_new_material();
  auto plod_rough       = pbr_keep_color_shader->make_new_material();
  auto plod_passthrough = pbr_keep_color_shader->make_new_material();

  // glossy has high metalness, low roughness and no emissivity (=no passthrough)
  plod_glossy->set_uniform("metalness", 1.0f);
  plod_glossy->set_uniform("roughness", 0.3f);
  plod_glossy->set_uniform("emissivity", 0.0f);

  // rough has no metalness, high roughness and no emissivity (=no passthrough)
  plod_rough->set_uniform("metalness", 0.0f);
  plod_rough->set_uniform("roughness", 0.8f);
  plod_rough->set_uniform("emissivity", 1.0f);

  // passthrough has emissivity of 1.0
  plod_passthrough->set_uniform("emissivity", 1.0f);

  auto rough_white = pbr_overwrite_color_shader->make_new_material();
  rough_white->set_uniform("color", gua::math::vec3f(1.0f, 1.0f, 1.0f));
  rough_white->set_uniform("metalness", 0.0f);
  rough_white->set_uniform("roughness", 0.8f);
  rough_white->set_uniform("emissivity", 0.0f);

  auto rough_red = pbr_overwrite_color_shader->make_new_material();
  rough_red->set_uniform("color", gua::math::vec3f(0.8f, 0.0f, 0.0f));
  rough_red->set_uniform("metalness", 0.0f);
  rough_red->set_uniform("roughness", 0.8f);
  rough_red->set_uniform("emissivity", 0.0f);


  // setup scene
  gua::SceneGraph graph("main_scenegraph");

  gua::LodLoader plodLoader;

  plodLoader.set_upload_budget_in_mb(32);
  plodLoader.set_render_budget_in_mb(2048);
  plodLoader.set_out_of_core_budget_in_mb(4096);

  auto transform = graph.add_node<gua::node::TransformNode>("/", "transform");
  auto model_xf = graph.add_node<gua::node::TransformNode>("/transform", "model_xf");

  auto setup_plod_node = [](std::shared_ptr<gua::node::PLodNode> const& node) {
    node->set_radius_scale(1.0f);
    node->set_enable_backface_culling_by_normal(false);
    node->set_draw_bounding_box(true);
  };

#if WIN32
  auto plod_pig_node = plodLoader.load_lod_pointcloud("plod_pig", "data/objects/Area_4_hunter_with_bow_knn.bvh", plod_rough, gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE | gua::LodLoader::MAKE_PICKABLE);
#else
  auto plod_pig_node = plodLoader.load_lod_pointcloud("plod_pig", "/mnt/pitoti/3d_pitoti/groundtruth_data/rocks/seradina12c/areas/objects/Area_4_hunter_with_bow_knn.bvh", plod_rough, gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE | gua::LodLoader::MAKE_PICKABLE);
#endif
  plod_pig_node->scale(5.0, 5.0, 5.0);
  plod_pig_node->rotate(269, gua::math::vec3(0.0, 0.0, 1.0));

  gua::TriMeshLoader loader;

  auto root_plod_pig_model = graph.add_node("/", plod_pig_node);

  auto nav = graph.add_node<gua::node::TransformNode>("/", "nav");
  nav->translate(0.0, 0.0, 1.0);

#if WIN32
  auto window = std::make_shared<gua::OculusWindow>(":0.0");
  gua::WindowDatabase::instance()->add("main_window", window);
  window->config.set_enable_vsync(false);
  window->config.set_fullscreen_mode(false);
  window->open();
#else
  auto window = std::make_shared<gua::OculusWindow>(":0.0");
  gua::WindowDatabase::instance()->add("main_window", window);
  window->config.set_enable_vsync(false);
  window->config.set_fullscreen_mode(true);
  window->config.set_size(window->get_window_resolution());
  window->config.set_resolution(window->get_window_resolution());
  window->open();
#endif

  //get the resolution from the oculus window
  gua::math::vec2ui res(window->get_window_resolution());

  auto resolve_pass = std::make_shared<gua::ResolvePassDescription>();
  resolve_pass->background_mode(gua::ResolvePassDescription::BackgroundMode::QUAD_TEXTURE);
  resolve_pass->tone_mapping_exposure(1.0f);

  auto neck = graph.add_node<gua::node::TransformNode>("/nav", "neck");

  auto camera = graph.add_node<gua::node::CameraNode>("/nav/neck", "cam");

  float camera_trans_y = 0.0;
  float camera_trans_z = 0.0;

  camera->translate(0.0, camera_trans_y, camera_trans_z);

  camera->config.set_resolution( res );
  camera->config.set_left_screen_path("/nav/neck/cam/left_screen");
  camera->config.set_right_screen_path("/nav/neck/cam/right_screen");
  camera->config.set_scene_graph_name("main_scenegraph");
  camera->config.set_output_window_name("main_window");
  camera->config.set_enable_stereo(true);
  camera->config.set_eye_dist(window->get_IPD());

  auto pipe = std::make_shared<gua::PipelineDescription>();

  pipe->add_pass(std::make_shared<gua::PLodPassDescription>());
  pipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>());
  pipe->add_pass(std::make_shared<gua::ResolvePassDescription>());

  camera->set_pipeline_description(pipe); 
  
 
  // retreive the complete viewing setup from the oculus window
  //**************
  auto left_screen = graph.add_node<gua::node::ScreenNode>("/nav/neck/cam", "left_screen");
  left_screen->data.set_size(window->get_left_screen_size());
  left_screen->translate(window->get_left_screen_translation());

  auto right_screen = graph.add_node<gua::node::ScreenNode>("/nav/neck/cam", "right_screen");
  right_screen->data.set_size(window->get_right_screen_size());
  right_screen->translate(window->get_right_screen_translation());

  //****************/

  gua::Renderer renderer;

  gua::Timer timer;
  timer.start();

  double time(0);
  float desired_frame_time(1.0 / 60.0);
  gua::events::MainLoop loop;

  // application loop
  gua::events::Ticker ticker(loop, desired_frame_time);

  ticker.on_tick.connect([&]() {
    double frame_time(timer.get_elapsed());
    time += frame_time;
    timer.reset();

    window->process_events();
    std::function<void (std::shared_ptr<gua::node::Node>, int)> rotate;
    rotate = [&](std::shared_ptr<gua::node::Node> node, int depth) {
      node->rotate(frame_time * (1+depth) * 0.5, 1, 1, 0);
      for (auto child: node->get_children()) {
        rotate(child, ++depth);
      }
    };

    float frame_offset = 1.0 * frame_time;

    camera->set_transform(window->get_oculus_sensor_orientation());
    //neck->set_transform(window->get_oculus_sensor_orientation());

    renderer.queue_draw({&graph});
  });

  loop.start();

  return 0;
}
Exemple #5
0
int main(int argc, char** argv) {

  //auto resolution = gua::math::vec2ui(800, 600);
  auto resolution = gua::math::vec2ui(3840, 2160);

  // initialize guacamole
  int argc_d = 0;
  char** argv_d = {};
  gua::init(argc_d, argv_d);

  // setup scene
  gua::SceneGraph graph("main_scenegraph");

  auto desc(std::make_shared<gua::MaterialShaderDescription>());
  desc->load_from_file("data/materials/SimpleMaterial.gmd");

  auto shader(std::make_shared<gua::MaterialShader>("simple_mat", desc));
  gua::MaterialShaderDatabase::instance()->add(shader);

  auto mat(shader->make_new_material());

  gua::TriMeshLoader trimeshloader;

  auto teapot_geode(
      trimeshloader.create_geometry_from_file("teapot_geode",
                                              "data/objects/teapot.obj",
                                              mat,
                                              gua::TriMeshLoader::DEFAULTS));
  auto plate_geode(
      trimeshloader.create_geometry_from_file("plate_geode",
                                              "data/objects/plate.obj",
                                              mat,
                                              gua::TriMeshLoader::DEFAULTS));

  auto head = graph.add_node<gua::node::TransformNode>("/", "head");
  head->translate(0.0, 0.0, 8.0);

  auto teapot = graph.add_node<gua::node::TransformNode>("/", "teapot");
  teapot->scale(2.0f);
  auto plate = graph.add_node<gua::node::TransformNode>("/", "plate");

  graph.add_node("/teapot", teapot_geode);
  graph.add_node("/plate", plate_geode);

  const float aspect = resolution.x * 1.0f / resolution.y;

  auto pipe = std::make_shared<gua::PipelineDescription>();

  pipe->add_pass(std::make_shared<gua::TriMeshPassDescription>());
  pipe->add_pass(std::make_shared<gua::TexturedQuadPassDescription>());
  //pipe->add_pass(std::make_shared<gua::BBoxPassDescription>());
  pipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>());
  pipe->add_pass(std::make_shared<gua::ResolvePassDescription>());
  //pipe->add_pass(std::make_shared<gua::SSAAPassDescription>());
  //pipe->add_pass(std::make_shared<gua::DebugViewPassDescription>());

  auto camera_tl =
      graph.add_node<gua::node::CameraNode>("/head", "camera_tl");
  camera_tl->config.set_output_window_name("window_tl");
  camera_tl->config.set_screen_path("/head/camera_tl/screen_tl");
  camera_tl->config.set_scene_graph_name("main_scenegraph");
  camera_tl->config.set_resolution(resolution);
  camera_tl->config.set_view_id(1);
  camera_tl->set_pipeline_description(pipe);

  auto screen_tl = graph.add_node<gua::node::ScreenNode>("/head/camera_tl", "screen_tl");
  screen_tl->data.set_size(gua::math::vec2(1.6, 0.9));
  screen_tl->translate(-0.8, 0.45, -2.5);

  auto camera_tr =
      graph.add_node<gua::node::CameraNode>("/head", "camera_tr");
  camera_tr->config.set_output_window_name("window_tr");
  camera_tr->config.set_screen_path("/head/camera_tr/screen_tr");
  camera_tr->config.set_scene_graph_name("main_scenegraph");
  camera_tr->config.set_resolution(resolution);
  camera_tr->config.set_view_id(2);
  camera_tr->set_pipeline_description(pipe);

  auto screen_tr = graph.add_node<gua::node::ScreenNode>("/head/camera_tr", "screen_tr");
  screen_tr->data.set_size(gua::math::vec2(1.6, 0.9));
  screen_tr->translate( 0.8f, 0.45, -2.5f);

  auto camera_bl =
      graph.add_node<gua::node::CameraNode>("/head", "camera_bl");
  camera_bl->config.set_output_window_name("window_bl");
  camera_bl->config.set_screen_path("/head/camera_bl/screen_bl");
  camera_bl->config.set_scene_graph_name("main_scenegraph");
  camera_bl->config.set_resolution(resolution);
  //camera_bl->config.set_view_id(2);
  camera_bl->set_pipeline_description(pipe);

  auto screen_bl = graph.add_node<gua::node::ScreenNode>("/head/camera_bl", "screen_bl");
  screen_bl->data.set_size(gua::math::vec2(1.6, 0.9));
  screen_bl->translate(-0.8, -0.45, -2.5f);

  auto camera_br =
      graph.add_node<gua::node::CameraNode>("/head", "camera_br");
  camera_br->config.set_output_window_name("window_br");
  camera_br->config.set_screen_path("/head/camera_br/screen_br");
  camera_br->config.set_scene_graph_name("main_scenegraph");
  camera_br->config.set_resolution(resolution);
  camera_br->set_pipeline_description(pipe);

  auto screen_br = graph.add_node<gua::node::ScreenNode>("/head/camera_br", "screen_br");
  screen_br->data.set_size(gua::math::vec2(1.6, 0.9));
  screen_br->translate( 0.8, -0.45, -2.5f);

  auto pointlight = graph.add_node<gua::node::LightNode>("/", "pointlight");
  pointlight->data.set_type(gua::node::LightNode::Type::POINT);
  pointlight->scale(30.0f);
  pointlight->rotate(-90, 1, 0, 0);
  pointlight->translate(1.0, 18.0, 1.0);

  pointlight->data.set_falloff(0.1f);
  pointlight->data.set_color({
    1.0f, 1.0f, 1.0f
  });
  pointlight->data.set_enable_specular_shading(true);
  pointlight->data.set_enable_diffuse_shading(true);

  auto add_window =
      [](std::string const & window_name,
         std::string const & display,
         std::shared_ptr<gua::node::CameraNode> const & cam_node) {
    auto window = std::make_shared<gua::Window>();
    window->config.set_display_name(display);
    window->join_swap_group(1);
    window->bind_swap_barrier(1);
    gua::WindowDatabase::instance()->add(window_name, window);
    set_window_default(window, cam_node->config.get_resolution());
    cam_node->config.set_output_window_name(window_name);
  };

  add_window("window_tl", ":0.0", camera_tl);

  gua::Renderer renderer;

  // application loop
  gua::events::MainLoop loop;

  gua::events::Ticker ticker(loop, 1.0 / 500.0);

  //gua::Timer frame_timer;
  //frame_timer.start();

  float time_value = 0;

  // application loop
  std::size_t cnt = 0;
  //while (true) {
    //std::this_thread::sleep_for(std::chrono::milliseconds(10));
  ticker.on_tick.connect([&]() {

    teapot_geode->rotate(0.3, 0, 1, 0);

    ++cnt;

    if (cnt == 10) {
      //add_window("window_tr", ":0.0", camera_tr);
      add_window("window_tr", ":0.1", camera_tr);
    }
    if (cnt == 20) {
      //add_window("window_bl", ":0.0", camera_bl);
      add_window("window_bl", ":0.2", camera_bl);
    }
    if (cnt == 30) {
      //add_window("window_br", ":0.0", camera_br);
      add_window("window_br", ":0.3", camera_br);
    }

    // GLFW only allows event processing from main thread
    if (gua::WindowDatabase::instance()->lookup("window_tl")) {
      gua::WindowDatabase::instance()->lookup("window_tl")->process_events();
    }

    if (gua::WindowDatabase::instance()->lookup("window_tr")) {
      gua::WindowDatabase::instance()->lookup("window_tr")->process_events();
    }

    if (gua::WindowDatabase::instance()->lookup("window_bl")) {
      gua::WindowDatabase::instance()->lookup("window_bl")->process_events();
    }

    if (gua::WindowDatabase::instance()->lookup("window_br")) {
      gua::WindowDatabase::instance()->lookup("window_br")->process_events();
    }

    plate->translate(-plate->get_bounding_box().center());
    plate->rotate(0.04f, 0, 1, 0);
    plate->translate(plate->get_bounding_box().center());

    renderer.queue_draw({
      &graph
    });
  });
  //}
  loop.start();
  renderer.stop();

  return 0;
}