Exemple #1
0
//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to
//exit the program.
void keyboard(unsigned char key, int x, int y)
{
	switch (key)
	{
	case 27:
		delete g_pScene;
		g_pScene = NULL;
		glutLeaveMainLoop();
		return;
	case 32:
		g_lightPole.Reset();
		break;
	case 't':
		g_bDrawCameraPos = !g_bDrawCameraPos;
		break;
	case 'g':
		g_bShowOtherLights = !g_bShowOtherLights;
		break;
	case 'p':
		g_timer.TogglePause();
		break;
	case '\r': //Enter key.
		{
			try
			{
				LoadAndSetupScene();
			}
			catch(std::exception &except)
			{
				printf("Failed to reload, due to: %s\n", except.what());
				return;
			}
		}
		break;
	}

	{
		int possibleIndex = (int)key - (int)'1';
		if((0 <= possibleIndex) && (possibleIndex < NUM_LIGHT_TEXTURES))
		{
			g_currTextureIndex = key - '1';
			printf("%s\n", g_texDefs[g_currTextureIndex].name);
		}
	}

	g_viewPole.CharPress(key);
	g_lightPole.CharPress(key);
}
void display()
{
	g_LightTimer.Update();

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(g_pPlaneMesh && g_pCylinderMesh && g_pCubeMesh)
	{
		glutil::MatrixStack modelMatrix;
		modelMatrix.SetMatrix(g_viewPole.CalcMatrix());

		const glm::vec4 &worldLightPos = CalcLightPosition();
		const glm::vec4 &lightPosCameraSpace = modelMatrix.Top() * worldLightPos;

		ProgramData &whiteProg = g_Programs[g_eLightModel].whiteProg;
		ProgramData &colorProg = g_Programs[g_eLightModel].colorProg;

		glUseProgram(whiteProg.theProgram);
		glUniform4f(whiteProg.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
		glUniform4f(whiteProg.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		glUniform3fv(whiteProg.cameraSpaceLightPosUnif,1, glm::value_ptr(lightPosCameraSpace));
		glUniform1f(whiteProg.lightAttenuationUnif, g_fLightAttenuation);
		glUniform1f(whiteProg.shininessFactorUnif, g_matParams);
		glUniform4fv(whiteProg.baseDiffuseColorUnif, 1,
			g_bDrawDark ? glm::value_ptr(g_darkColor) : glm::value_ptr(g_lightColor));

		glUseProgram(colorProg.theProgram);
		glUniform4f(colorProg.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
		glUniform4f(colorProg.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		glUniform3fv(colorProg.cameraSpaceLightPosUnif, 1, glm::value_ptr(lightPosCameraSpace));
		glUniform1f(colorProg.lightAttenuationUnif, g_fLightAttenuation);
		glUniform1f(colorProg.shininessFactorUnif, g_matParams);
		glUseProgram(0);

		{
			glutil::PushStack push(modelMatrix);

			//Render the ground plane.
			{
				glutil::PushStack push(modelMatrix);

				glm::mat3 normMatrix(modelMatrix.Top());
				normMatrix = glm::transpose(glm::inverse(normMatrix));

				glUseProgram(whiteProg.theProgram);
				glUniformMatrix4fv(whiteProg.modelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(modelMatrix.Top()));

				glUniformMatrix3fv(whiteProg.normalModelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(normMatrix));
				g_pPlaneMesh->Render();
				glUseProgram(0);
			}

			//Render the Cylinder
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix());

				if(g_bScaleCyl)
					modelMatrix.Scale(1.0f, 1.0f, 0.2f);

				glm::mat3 normMatrix(modelMatrix.Top());
				normMatrix = glm::transpose(glm::inverse(normMatrix));

				ProgramData &prog = g_bDrawColoredCyl ? colorProg : whiteProg;
				glUseProgram(prog.theProgram);
				glUniformMatrix4fv(prog.modelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(modelMatrix.Top()));

				glUniformMatrix3fv(prog.normalModelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(normMatrix));

				if(g_bDrawColoredCyl)
					g_pCylinderMesh->Render("lit-color");
				else
					g_pCylinderMesh->Render("lit");

				glUseProgram(0);
			}

			//Render the light
			if(g_bDrawLightSource)
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.Translate(glm::vec3(worldLightPos));
				modelMatrix.Scale(0.1f, 0.1f, 0.1f);

				glUseProgram(g_Unlit.theProgram);
				glUniformMatrix4fv(g_Unlit.modelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(modelMatrix.Top()));
				glUniform4f(g_Unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f);
				g_pCubeMesh->Render("flat");
			}
		}
	}

	glutPostRedisplay();
	glutSwapBuffers();
}
void display()
{
	g_LightTimer.Update();

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(g_pPlaneMesh && g_pCylinderMesh && g_pCubeMesh)
	{
		glutil::MatrixStack modelMatrix;
		modelMatrix.SetMatrix(g_viewPole.CalcMatrix());

		const glm::vec4 &worldLightPos = CalcLightPosition();

		glm::vec4 lightPosCameraSpace = modelMatrix.Top() * worldLightPos;

		glUseProgram(g_WhiteDiffuseColor.theProgram);
		glUniform3fv(g_WhiteDiffuseColor.lightPosUnif, 1, glm::value_ptr(lightPosCameraSpace));
		glUseProgram(g_VertexDiffuseColor.theProgram);
		glUniform3fv(g_VertexDiffuseColor.lightPosUnif, 1, glm::value_ptr(lightPosCameraSpace));

		glUseProgram(g_WhiteDiffuseColor.theProgram);
		glUniform4f(g_WhiteDiffuseColor.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
		glUniform4f(g_WhiteDiffuseColor.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		glUseProgram(g_VertexDiffuseColor.theProgram);
		glUniform4f(g_VertexDiffuseColor.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
		glUniform4f(g_VertexDiffuseColor.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		glUseProgram(0);

		{
			glutil::PushStack push(modelMatrix);

			//Render the ground plane.
			{
				glutil::PushStack push(modelMatrix);

				glUseProgram(g_WhiteDiffuseColor.theProgram);
				glUniformMatrix4fv(g_WhiteDiffuseColor.modelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(modelMatrix.Top()));
				glm::mat3 normMatrix(modelMatrix.Top());
				glUniformMatrix3fv(g_WhiteDiffuseColor.normalModelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(normMatrix));
				g_pPlaneMesh->Render();
				glUseProgram(0);
			}

			//Render the Cylinder
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix());

				if(g_bDrawColoredCyl)
				{
					glUseProgram(g_VertexDiffuseColor.theProgram);
					glUniformMatrix4fv(g_VertexDiffuseColor.modelToCameraMatrixUnif, 1, GL_FALSE,
						glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(g_VertexDiffuseColor.normalModelToCameraMatrixUnif, 1, GL_FALSE,
						glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("lit-color");
				}
				else
				{
					glUseProgram(g_WhiteDiffuseColor.theProgram);
					glUniformMatrix4fv(g_WhiteDiffuseColor.modelToCameraMatrixUnif, 1, GL_FALSE,
						glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(g_WhiteDiffuseColor.normalModelToCameraMatrixUnif, 1, GL_FALSE,
						glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("lit");
				}
				glUseProgram(0);
			}

			//Render the light
			if(g_bDrawLight)
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.Translate(glm::vec3(worldLightPos));
				modelMatrix.Scale(0.1f, 0.1f, 0.1f);

				glUseProgram(g_Unlit.theProgram);
				glUniformMatrix4fv(g_Unlit.modelToCameraMatrixUnif, 1, GL_FALSE,
					glm::value_ptr(modelMatrix.Top()));
				glUniform4f(g_Unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f);
				g_pCubeMesh->Render("flat");
			}
		}
	}

	glutPostRedisplay();
	glutSwapBuffers();
}
//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(g_pPlaneMesh && g_pCylinderMesh)
	{
		glutil::MatrixStack modelMatrix;
		modelMatrix.SetMatrix(g_viewPole.CalcMatrix());

		glm::vec4 lightDirCameraSpace = modelMatrix.Top() * g_lightDirection;

		glUseProgram(g_WhiteDiffuseColor.theProgram);
		glUniform3fv(g_WhiteDiffuseColor.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(g_VertexDiffuseColor.theProgram);
		glUniform3fv(g_VertexDiffuseColor.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(0);

		{
			glutil::PushStack push(modelMatrix);

			//Render the ground plane.
			{
				glutil::PushStack push(modelMatrix);

				glUseProgram(g_WhiteDiffuseColor.theProgram);
				glUniformMatrix4fv(g_WhiteDiffuseColor.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
				glm::mat3 normMatrix(modelMatrix.Top());
				glUniformMatrix3fv(g_WhiteDiffuseColor.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
				glUniform4f(g_WhiteDiffuseColor.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
				g_pPlaneMesh->Render();
				glUseProgram(0);
			}

			//Render the Cylinder
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix());

				if(g_bScaleCyl)
					modelMatrix.Scale(1.0f, 1.0f, 0.2f);

				glUseProgram(g_VertexDiffuseColor.theProgram);
				glUniformMatrix4fv(g_VertexDiffuseColor.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
				glm::mat3 normMatrix(modelMatrix.Top());
				if(g_bDoInvTranspose)
				{
					normMatrix = glm::transpose(glm::inverse(normMatrix));
				}
				glUniformMatrix3fv(g_VertexDiffuseColor.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
				glUniform4f(g_VertexDiffuseColor.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
				g_pCylinderMesh->Render("lit-color");
				glUseProgram(0);
			}
		}
	}

	glutSwapBuffers();
}
GLUSboolean display(GLUSfloat time)
{
    g_LightTimer.Update(time);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutil::MatrixStack modelMatrix;
    modelMatrix.SetMatrix(g_viewPole.CalcMatrix());

    const glm::vec4 &worldLightPos = CalcLightPosition();
    const glm::vec4 &lightPosCameraSpace = modelMatrix.Top() * worldLightPos;

    glUseProgram(g_MonoDiffuseProgram.program);
    glUniform4f(g_MonoDiffuseProgram.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
    glUniform4f(g_MonoDiffuseProgram.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
    glUniform3fv(g_MonoDiffuseProgram.cameraSpaceLightPosUnif,1, glm::value_ptr(lightPosCameraSpace));
    glUniform1f(g_MonoDiffuseProgram.lightAttenuationUnif, g_fLightAttenuation);
    glUniform1f(g_MonoDiffuseProgram.shininessFactorUnif, g_fGaussianRoughness);
    glUniform4fv(g_MonoDiffuseProgram.baseDiffuseColorUnif, 1,
            g_bDrawDark ? glm::value_ptr(g_darkColor) : glm::value_ptr(g_lightColor));

    glUseProgram(g_ColorDiffuseProgram.program);
    glUniform4f(g_ColorDiffuseProgram.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
    glUniform4f(g_ColorDiffuseProgram.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
    glUniform3fv(g_ColorDiffuseProgram.cameraSpaceLightPosUnif, 1, glm::value_ptr(lightPosCameraSpace));
    glUniform1f(g_ColorDiffuseProgram.lightAttenuationUnif, g_fLightAttenuation);
    glUniform1f(g_ColorDiffuseProgram.shininessFactorUnif, g_fGaussianRoughness);
    glUseProgram(0);

    {
        glutil::PushStack push(modelMatrix);

        {
            glutil::PushStack push(modelMatrix);

            glm::mat3 normMatrix(modelMatrix.Top());
            normMatrix = glm::transpose(glm::inverse(normMatrix));

            glUseProgram(g_MonoDiffuseProgram.program);
            glUniformMatrix4fv(g_MonoDiffuseProgram.modelViewUnif, 1, GL_FALSE,
                    glm::value_ptr(modelMatrix.Top()));

            glUniformMatrix3fv(g_MonoDiffuseProgram.modelViewForNormalUnif, 1, GL_FALSE,
                    glm::value_ptr(normMatrix));
            g_pPlaneMesh->render();
            glUseProgram(0);
        }

        {
            glutil::PushStack push(modelMatrix);

            modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix());

            if (g_bScaleCyl) {
                modelMatrix.Scale(1.0f, 1.0f, 0.2f);
            }

            glm::mat3 normMatrix(modelMatrix.Top());
            normMatrix = glm::transpose(glm::inverse(normMatrix));

            ProgramData &prog = g_bDrawColoredCyl ? g_ColorDiffuseProgram : g_MonoDiffuseProgram;
            glUseProgram(prog.program);
            glUniformMatrix4fv(prog.modelViewUnif, 1, GL_FALSE,
                    glm::value_ptr(modelMatrix.Top()));
            glUniformMatrix3fv(prog.modelViewForNormalUnif, 1, GL_FALSE,
                    glm::value_ptr(normMatrix));

            g_pCylinderMesh->render(g_bDrawColoredCyl ? "lit-color" : "lit");

            glUseProgram(0);
        }

        if (g_bDrawLightSource)
        {
            glutil::PushStack push(modelMatrix);

            modelMatrix.Translate(glm::vec3(worldLightPos));
            modelMatrix.Scale(0.1f, 0.1f, 0.1f);

            glUseProgram(g_UnlitProgram.program);
            glUniformMatrix4fv(g_UnlitProgram.modelViewUnif, 1, GL_FALSE,
                    glm::value_ptr(modelMatrix.Top()));
            glUniform4f(g_UnlitProgram.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f);
            g_pCubeMesh->render("flat");
        }
    }

    return GLUS_TRUE;
}
void display()
{
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(g_pPlaneMesh && g_pCylinderMesh)
	{
		glutil::MatrixStack modelMatrix;
		modelMatrix.SetMatrix(g_viewPole.CalcMatrix());

		glm::vec4 lightDirCameraSpace = modelMatrix.Top() * g_lightDirection;

		ProgramData &whiteDiffuse = g_bShowAmbient ? g_WhiteAmbDiffuseColor : g_WhiteDiffuseColor;
		ProgramData &vertexDiffuse = g_bShowAmbient ? g_VertexAmbDiffuseColor : g_VertexDiffuseColor;

		if(g_bShowAmbient)
		{
			glUseProgram(whiteDiffuse.theProgram);
			glUniform4f(whiteDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
			glUniform4f(whiteDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
			glUseProgram(vertexDiffuse.theProgram);
			glUniform4f(vertexDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
			glUniform4f(vertexDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		}
		else
		{
			glUseProgram(whiteDiffuse.theProgram);
			glUniform4f(whiteDiffuse.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
			glUseProgram(vertexDiffuse.theProgram);
			glUniform4f(vertexDiffuse.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
		}

		glUseProgram(whiteDiffuse.theProgram);
		glUniform3fv(whiteDiffuse.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(vertexDiffuse.theProgram);
		glUniform3fv(vertexDiffuse.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(0);

		{
			glutil::PushStack push(modelMatrix);

			//Render the ground plane.
			{
				glutil::PushStack push(modelMatrix);

				glUseProgram(whiteDiffuse.theProgram);
				glUniformMatrix4fv(whiteDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
				glm::mat3 normMatrix(modelMatrix.Top());
				glUniformMatrix3fv(whiteDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
				g_pPlaneMesh->Render();
				glUseProgram(0);
			}

			//Render the Cylinder
			{
				glutil::PushStack push(modelMatrix);

				modelMatrix.ApplyMatrix(g_objtPole.CalcMatrix());

				if(g_bDrawColoredCyl)
				{
					glUseProgram(vertexDiffuse.theProgram);
					glUniformMatrix4fv(vertexDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(vertexDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("lit-color");
				}
				else
				{
					glUseProgram(whiteDiffuse.theProgram);
					glUniformMatrix4fv(whiteDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(whiteDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("lit");
				}
				glUseProgram(0);
			}
		}
	}

	glutSwapBuffers();
}
Exemple #7
0
//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
	if(!g_pScene)
		return;

	g_timer.Update();

	glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	const glm::mat4 &cameraMatrix = g_viewPole.CalcMatrix();
	const glm::mat4 &lightView = g_lightPole.CalcMatrix();

	glutil::MatrixStack modelMatrix;
	modelMatrix *= cameraMatrix;

	BuildLights(cameraMatrix);

	g_nodes[0].NodeSetOrient(glm::rotate(glm::fquat(),
		360.0f * g_timer.GetAlpha(), glm::vec3(0.0f, 1.0f, 0.0f)));

	g_nodes[3].NodeSetOrient(g_spinBarOrient * glm::rotate(glm::fquat(),
		360.0f * g_timer.GetAlpha(), glm::vec3(0.0f, 0.0f, 1.0f)));

	{
		glutil::MatrixStack persMatrix;
		persMatrix.Perspective(60.0f, (g_displayWidth / (float)g_displayHeight), g_fzNear, g_fzFar);

		ProjectionBlock projData;
		projData.cameraToClipMatrix = persMatrix.Top();

		glBindBuffer(GL_UNIFORM_BUFFER, g_projectionUniformBuffer);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(ProjectionBlock), &projData, GL_STREAM_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}

	glActiveTexture(GL_TEXTURE0 + g_lightProjTexUnit);
	glBindTexture(GL_TEXTURE_CUBE_MAP, g_lightTextures[g_currTextureIndex]);
	glBindSampler(g_lightProjTexUnit, g_samplers[g_currSampler]);

	{
		glutil::MatrixStack lightProjStack;
		lightProjStack.ApplyMatrix(glm::inverse(lightView));
		lightProjStack.ApplyMatrix(glm::inverse(cameraMatrix));

		g_lightProjMatBinder.SetValue(lightProjStack.Top());

		glm::vec4 worldLightPos = lightView[3];
		glm::vec3 lightPos = glm::vec3(cameraMatrix * worldLightPos);

		g_camLightPosBinder.SetValue(lightPos);
	}

	glViewport(0, 0, (GLsizei)g_displayWidth, (GLsizei)g_displayHeight);
	g_pScene->Render(modelMatrix.Top());

	{
		//Draw axes
		glutil::PushStack stackPush(modelMatrix);
		modelMatrix.ApplyMatrix(lightView);
		modelMatrix.Scale(15.0f);

		glUseProgram(g_colroedProg);
		glUniformMatrix4fv(g_coloredModelToCameraMatrixUnif, 1, GL_FALSE,
			glm::value_ptr(modelMatrix.Top()));
		g_pAxesMesh->Render();
	}

	if(g_bDrawCameraPos)
	{
		//Draw lookat point.
		glutil::PushStack stackPush(modelMatrix);
		modelMatrix.SetIdentity();
		modelMatrix.Translate(glm::vec3(0.0f, 0.0f, -g_viewPole.GetView().radius));
		modelMatrix.Scale(0.5f);

		glDisable(GL_DEPTH_TEST);
		glDepthMask(GL_FALSE);
		glUseProgram(g_unlitProg);
		glUniformMatrix4fv(g_unlitModelToCameraMatrixUnif, 1, GL_FALSE,
			glm::value_ptr(modelMatrix.Top()));
		glUniform4f(g_unlitObjectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f);
		g_pSphereMesh->Render("flat");
		glDepthMask(GL_TRUE);
		glEnable(GL_DEPTH_TEST);
		glUniform4f(g_unlitObjectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f);
		g_pSphereMesh->Render("flat");
	}

	glActiveTexture(GL_TEXTURE0 + g_lightProjTexUnit);
	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
	glBindSampler(g_lightProjTexUnit, 0);

    glutPostRedisplay();
	glutSwapBuffers();
}