Framebuffer::Framebuffer(GLuint w, GLuint h)
{
	screenWidth = w;
	screenHeight = h;

	glGenFramebuffers(1, &fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
	
	textureColorbuffer = generateAttachmentTexture(false, false);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
	
	glGenRenderbuffers(1, &rbo);
	glBindRenderbuffer(GL_RENDERBUFFER, rbo);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); 

	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
	{
		printf("ERROR::FRAMEBUFFER:: Framebuffer is not complete!\n");
	}
		
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	// Set up quad
	glGenVertexArrays(1, &quadVAO);
	glGenBuffers(1, &quadVBO);

	glBindVertexArray(quadVAO);
	glBindBuffer(GL_ARRAY_BUFFER, quadVBO);

	glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);

	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);

	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));

	glBindVertexArray(0);
}
Exemple #2
0
// The MAIN function, from here we start the application and run the game loop
int main()
{
    std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
    // Init GLFW
    glfwInit();
    // Set all the required options for GLFW
    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);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    
    // Create a GLFWwindow object that we can use for GLFW's functions
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    if (window == nullptr)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    
    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);
    
    // Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    
    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers
    if (glewInit() != GLEW_OK)
    {
        std::cout << "Failed to initialize GLEW" << std::endl;
        return -1;
    }
    
    // Define the viewport dimensions
    int screenWidth, screenHeight;
    glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
    glViewport(0, 0, screenWidth, screenHeight);
    
    // Setup some OpenGL options
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
    
    // Build and compile our shader program
    Shader shader(
                     "/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/advanced.vs",
                     "/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/advanced.frag");
    Shader screenShader(
                  "/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/screen.vs",
                  "/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/screen.frag");
    
    #pragma region "object_initialization"
    // Set the object data (buffers, vertex attributes)
    GLfloat cubeVertices[] = {
        // Positions          // Texture Coords
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
        0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
        
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        
        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    GLfloat floorVertices[] = {
        // Positions          // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
        5.0f,  -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f,  5.0f,  0.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,
        
        5.0f,  -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,
        5.0f,  -0.5f, -5.0f,  2.0f, 2.0f
    };
    GLfloat quadVertices[] = {   // Vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
        // Positions   // TexCoords
        -1.0f,  1.0f,  0.0f, 1.0f,
        -1.0f, -1.0f,  0.0f, 0.0f,
        1.0f, -1.0f,  1.0f, 0.0f,
        
        -1.0f,  1.0f,  0.0f, 1.0f,
        1.0f, -1.0f,  1.0f, 0.0f,
        1.0f,  1.0f,  1.0f, 1.0f
    };
    
    // Setup cube VAO
    GLuint cubeVAO, cubeVBO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &cubeVBO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glBindVertexArray(0);
    // Setup plane VAO
    GLuint floorVAO, floorVBO;
    glGenVertexArrays(1, &floorVAO);
    glGenBuffers(1, &floorVBO);
    glBindVertexArray(floorVAO);
    glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), &floorVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glBindVertexArray(0);
    // Setup screen VAO
    GLuint quadVAO, quadVBO;
    glGenVertexArrays(1, &quadVAO);
    glGenBuffers(1, &quadVBO);
    glBindVertexArray(quadVAO);
    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
    glBindVertexArray(0);
    
    // Load textures
    GLuint cubeTexture = loadTexture("/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/container.jpg");
    GLuint floorTexture = loadTexture("/Users/sun/repos/MyProjects/OpenGL/Learn OpenGL/Learn OpenGL/awesomeface.png");
    
    // Framebuffers
    GLuint framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    // Create a color attachment texture
    GLuint textureColorbuffer = generateAttachmentTexture(false, false);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
    // Create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
    GLuint rbo;
    glGenRenderbuffers(1, &rbo);
    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); // Use a single renderbuffer object for both a depth AND stencil buffer.
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // Now actually attach it
    // Now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    #pragma endregion
    
    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Set frame time
        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();
        
        /////////////////////////////////////////////////////
        // Bind to framebuffer and draw to color texture
        // as we normally would.
        // //////////////////////////////////////////////////
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        // Clear all attached buffers
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // We're not using stencil buffer so why bother with clearing?
        
        glEnable(GL_DEPTH_TEST);
        // Set uniforms
        shader.Use();
        glm::mat4 model;
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        
        // Floor
        glBindVertexArray(floorVAO);
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        model = glm::mat4();
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);
        // Cubes
        glBindVertexArray(cubeVAO);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        model = glm::mat4();
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
        
        /////////////////////////////////////////////////////
        // Bind to default framebuffer again and draw the
        // quad plane with attched screen texture.
        // //////////////////////////////////////////////////
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        // Clear all relevant buffers
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
        glClear(GL_COLOR_BUFFER_BIT);
        glDisable(GL_DEPTH_TEST); // We don't care about depth information when rendering a single quad
        
        // Draw Screen
        screenShader.Use();
        glBindVertexArray(quadVAO);
        glBindTexture(GL_TEXTURE_2D, textureColorbuffer);	// Use the color attachment texture as the texture of the quad plane
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);
        
        
        // Swap the buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteBuffers(1, &cubeVBO);
    glDeleteVertexArrays(1, &floorVAO);
    glDeleteBuffers(1, &floorVBO);
    glDeleteVertexArrays(1, &quadVAO);
    glDeleteBuffers(1, &quadVAO);
//    glDeleteBuffers(1, &EBO);
    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}
Exemple #3
0
int FrameBuffer::enter()
{
    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(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
    glfwMakeContextCurrent(window);
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);
    //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    // initialize GLEW to setup the OpenGL Function pointers
    glewExperimental = GL_TRUE;
    glewInit();
    glViewport(0, 0, screenWidth, screenHeight);
    glDepthFunc(GL_LESS);

    Shader shader("../_ShaderSource/advanced/advanced.vs", "../_ShaderSource/advanced/advanced.frag");
    Shader screenShader("../_ShaderSource/advanced/screen.vs", "../_ShaderSource/advanced/screen.frag");

#pragma region "object_initialization"
    // set the object data -buffers, -vertex attributes
    GLfloat cubeVertices[] = {
        // Positions          // Texture Coords
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

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

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

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

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

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    GLfloat floorVertices[] = {
        // Positions          // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
         5.0f,  -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f,  -0.5f,  5.0f,  0.0f, 0.0f,
        -5.0f,  -0.5f, -5.0f,  0.0f, 2.0f,

         5.0f,  -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f,  -0.5f, -5.0f,  0.0f, 2.0f,
         5.0f,  -0.5f, -5.0f,  2.0f, 2.0f								
    };
    GLfloat quadVertices[] = {   
        // Vertex attributes for a quad 
        // that fills the entire screen in Normalized Device Coordinates.
        // Positions   // TexCoords
        -1.0f,  1.0f,  0.0f, 1.0f,
        -1.0f, -1.0f,  0.0f, 0.0f,
         1.0f, -1.0f,  1.0f, 0.0f,

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

    GLuint cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glBindVertexArray(cubeVAO);
    GLuint cubeVBO;
    glGenBuffers(1, &cubeVBO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glBindVertexArray(0);
    GLuint floorVAO;
    glGenVertexArrays(1, &floorVAO);
    glBindVertexArray(floorVAO);
    GLuint floorVBO;
    glGenBuffers(1, &floorVBO);
    glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), &floorVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glBindVertexArray(0);
    GLuint quadVAO;
    glGenVertexArrays(1, &quadVAO);
    glBindVertexArray(quadVAO);
    GLuint quadVBO;
    glGenBuffers(1, &quadVBO);
    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
    glBindVertexArray(0);

    //load textures
    GLuint cubeTexture = loadTexture("../res/Textures/container.jpg");
    GLuint floorTexture = loadTexture("../res/Textures/metal.png");
#pragma endregion

    // Framebuffers
    GLuint framebuffer; 
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    // Create a color attachment texture
    GLuint textureColorbuffer = generateAttachmentTexture(false, false);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
        // Create a renderbuffer object for depth and stencil attachment
    GLuint rbo;
    glGenRenderbuffers(1, &rbo);
    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
        // Use a single renderbuffer object for both a depth AND stencil buffer.
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); 
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
        // Now actually attach it
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); 
    // Now that we actually created the framebuffer and 
    // added all attachments we want to check if it is actually complete now
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
    }
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // game loop
    while (!glfwWindowShouldClose(window)) {
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        glfwPollEvents();
        Do_Movement();

        //////////////////////////////////////////////////////////////////////////
        // bind to framebuffer and draw to color texture
        // as normally does
        //////////////////////////////////////////////////////////////////////////
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);
        // set uniforms
        shader.Use();
        glm::mat4 model;
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        // floor
        glBindVertexArray(floorVAO);
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        model = glm::mat4();
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        // cubes
        glBindVertexArray(cubeVAO);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 36);

        model = glm::mat4();
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);

        //////////////////////////////////////////////////////////////////////////
        // Bind to default framebuffer again and
        // draw the qued palne with attached screen texture
        //////////////////////////////////////////////////////////////////////////
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        // Clear all relevant buffers
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glDisable(GL_DEPTH_TEST);
        // Draw Screen
        screenShader.Use();
        glBindVertexArray(quadVAO);
        glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        // swap the buffers
        glfwSwapBuffers(window);
    }
    // Clean up
    glDeleteFramebuffers(1, &framebuffer);
    glfwTerminate();
    return 0;
}