void shader_fireball( GLWindow& window, GLRenderer& renderer ) { auto camera = PerspectiveCamera::create( 40, (float)renderer.width() / renderer.height(), 1, 3000 ); camera->position().z = 4; auto scene = Scene::create(); float time = 1; auto material = ShaderMaterial::create( vertexShader, fragmentShader, Uniforms().add("time", Uniform( THREE::f, time )) .add("scale", Uniform( THREE::f, 1.5f )) ); // Geometries auto mesh = Mesh::create( SphereGeometry::create( 0.75f, 64, 32 ), material ); scene->add( mesh ); renderer.setClearColor( Color(0x050505), 0 ); ///////////////////////////////////////////////////////////////////////// window.animate( [&]( float dt ) -> bool { time += dt; material->uniforms[ "time" ].value = time; mesh->rotation().x += 0.1f * dt; mesh->rotation().y += 0.5f * dt; renderer.render( *scene, *camera ); return true; } ); }
void GL_RenderScene(camera_t *camera, vec3_t userpos, unsigned int sceneRenderFlags) { if (!world.cl_loaded || !gfx_render.integer) { //GL_2dMode(); return; } static float lasttime=0; camera_t sunCam; Pass basePass; worldLight_t rimLight; float lerp; float ambBoost = (vid_realbright.integer && gfx_GLSLQuality.integer<=1) ? vid_realbrightMult.value : 1.0f; basePass.setViewer(camera); scene_cam = camera; sunLight.origin[0] = -wr_sun_x.value; sunLight.origin[1] = -wr_sun_y.value; sunLight.origin[2] = -wr_sun_z.value; memset(&rimLight, 0, sizeof(worldLight_t)); M_MultVec3(sunLight.origin, -1, rimLight.origin); rimLight.type = LIGHT_DIRECTIONAL; //// SHADOW MAP RENDER //// //shadow pass, render to texture if(gfx_shadow.integer && gfx_shadowQuality.integer >= 1 && gfx_GLSLQuality.integer>1) { vec3_t wmin, wmax, sunLook; World_GetBounds(wmin, wmax); //SET_VEC3(sunLook, (wmax[0]-wmin[0])*.5f, (wmax[1]-wmin[1])*.5f, 0 * .5f); M_MultVec3(camera->viewaxis[AXIS_FORWARD], camera->farclip*0.05, sunLook); M_AddVec2(sunLook, camera->origin, sunLook); Cam_DefaultCamera(&sunCam, gfx_shadowSize.integer, gfx_shadowSize.integer, 2, 8192); if(wr_sun_z.value < 0) { SET_VEC3(sunCam.origin, -wr_sun_x.value, -wr_sun_y.value, -wr_sun_z.value); } else { SET_VEC3(sunCam.origin, wr_sun_x.value, wr_sun_y.value, wr_sun_z.value); } M_Normalize(sunCam.origin); M_MultVec3(sunCam.origin, wmax[0], sunCam.origin); sunCam.origin[0]+=sunLook[0]; sunCam.origin[1]+=sunLook[1]; M_SubVec3(sunLook, sunCam.origin, sunCam.viewaxis[AXIS_FORWARD]); M_GetAxisFromForwardVec(sunCam.viewaxis[AXIS_FORWARD], sunCam.viewaxis); sunCam.fovy = 50; sunCam.time = camera->time; sunCam.fog_far=100000; sunCam.fog_near=99999; sunCam.flags |= CAM_NO_SKY; //CSM setup if(gfx_shadowQuality.integer >= 2) { shadowSplit=0; for(int i=0;i<gfx_shadowQuality.integer;i++) { cascadedPass[i].setViewer(&sunCam); renderer.addPass(&cascadedPass[i]); } } else { shadowPass.setViewer(&sunCam); renderer.addPass(&shadowPass); } } else if( gfx_GLSLQuality.integer > 1 ) { renderer.addPass(&shadowPass); } if(gfx_postProcEnabled.integer && gfx_GLSLQuality.integer>1 && (gfx_depthNormalPass.integer || gfx_postSSAO.integer)) { zPass->setViewer(camera); renderer.addPass(zPass); } basePass.setDepthFunc(GL_LEQUAL); basePass.setDepthMask(true); basePass.clearDepth(true); if(gfx_GLSLQuality.integer>1 && gfx_postProcessing.integer) basePass.setTarget(screenPostTarget); else basePass.setTarget(glScreen); renderer.addPass(&basePass); //// BUILD RENDER LIST //// // sun/moon if(wr_sun_z.value < 0) { lerp = CLAMP(fabs(-1 - cos(wr_sun_phi.value)), 0, 1); //Console_Printf("phi %f lerp %f\n", wr_sun_phi.value, lerp); //setup sun light color and ambient sunLight.ambient[0] = obj_ambient_r.value*ambBoost; sunLight.ambient[1] = obj_ambient_g.value*ambBoost; sunLight.ambient[2] = obj_ambient_b.value*ambBoost; sunLight.color[0] = obj_light0_r.value*.9; sunLight.color[1] = obj_light0_g.value*.9; sunLight.color[2] = obj_light0_b.value*.98; rimLight.ambient[0] = 0; rimLight.ambient[1] = 0; rimLight.ambient[2] = 0; rimLight.color[0] = lerp*obj_light1_r.value*.9; rimLight.color[1] = lerp*obj_light1_g.value*.9; rimLight.color[2] = lerp*obj_light1_b.value*.98; } else { if(wr_sun_phi.value < 5.23f && wr_sun_phi.value > 1.0472f) lerp = CLAMP(fabs(1-cos(3*(M_PI-wr_sun_phi.value))), 0, 1); else lerp = 0; //Console_Printf("phi %f lerp %f cos %f\n", wr_sun_phi.value, lerp, cos(3*(M_PI-wr_sun_phi.value))); //the lights need to flip M_MultVec3(sunLight.origin, -1, sunLight.origin); M_MultVec3(rimLight.origin, -1, rimLight.origin); //setup moon light color and ambient sunLight.ambient[0] = obj_ambient_r.value*ambBoost; sunLight.ambient[1] = obj_ambient_g.value*ambBoost; sunLight.ambient[2] = obj_ambient_b.value*ambBoost; sunLight.color[0] = obj_light1_r.value*.9; sunLight.color[1] = obj_light1_g.value*.9; sunLight.color[2] = obj_light1_b.value*.98; rimLight.ambient[0] = 0; rimLight.ambient[1] = 0; rimLight.ambient[2] = 0; rimLight.color[0] = lerp*obj_light0_r.value*.9; rimLight.color[1] = lerp*obj_light0_g.value*.9; rimLight.color[2] = lerp*obj_light0_b.value*.98; } renderer.addLight(&sunLight, NULL, 0); renderer.addLight(&rimLight, NULL, 0); // The deal here is rather than changing the code in scene.cpp to support the // new renderer, we just "import" all the scene data //// SCENE DATA //// lightCount = 0; //objects scenelist_t *list; for (list = scenelist; list; list = list->next) { //if(list->cull) // continue; switch (list->obj.objtype) { case OBJTYPE_MODEL: GL_AddModelToLists(&list->obj); break; case OBJTYPE_LIGHT: GL_AddLight(0, &list->obj); break; default: break; } } //polys scenefacelist_t *flist; for (flist = scenefacelist; flist; flist = flist->next) { renderer.addPoly(flist, NULL, flist->shader); } //decals for (flist = scenefacelist_decals; flist; flist = flist->next) { renderer.addPoly(flist, NULL, flist->shader); } //lights scenelightlist_t *llist; for (llist = scenelightlist; llist; llist = llist->next) { worldLight_t *l = &worldlights[lightCount++]; M_CopyVec3(llist->light.color, l->color); M_CopyVec3(llist->light.pos, l->origin); renderer.addLight(l, NULL, 0); } //// END SCENE DATA //// //// ENVIRO //// if(!(camera->flags & CAM_NO_WORLD)) { //terrain if (!(scene_cam->flags & CAM_NO_TERRAIN)) renderer.addCustomListItem(&terrainItem, false); //sprites for (std::list<scenelist_t*>::iterator itr = spritelist.begin(); itr != spritelist.end(); itr++) { scenelist_t *sprite = *itr; renderer.addSprite(sprite, &sprite->obj, sprite->obj.shader); } //clouds (at the back) if(gfx_sky.integer) { renderer.addCustomListItem(&cloudsItem, false); } if(gfx_water.integer) { waterItem.set(NULL,NULL,0); renderer.addCustomListItem(&waterItem, false); } //sky if (gfx_sky.integer) { if(Cvar_GetInteger("tl_suntod") <= 1440) sky.setTimeofDay(Cvar_GetValue("tl_suntod")/1440.0f); else sky.setTimeofDay((Cvar_GetValue("tod_sunminute"))/1440.0f); //renderer.addListItem(&clouds, false); renderer.addCustomListItem(&sky, false); } //// FX LAYER //// //polys for (flist = scenefxfacelist; flist; flist = flist->next) { renderer.addPolyFX(flist, NULL, flist->shader); } //decals for (flist = scenefxfacelist_decals; flist; flist = flist->next) { renderer.addPolyFX(flist, NULL, flist->shader); } //sprites for (std::list<scenelist_t*>::iterator itr = spritefxlist.begin(); itr != spritefxlist.end(); itr++) { scenelist_t *sprite = *itr; renderer.addSpriteFX(sprite, &sprite->obj, sprite->obj.shader); } } //// RENDER //// renderer.render(camera->time-lasttime); lasttime = camera->time; }
void shader( GLWindow& window, GLRenderer& renderer ) { auto camera = PerspectiveCamera::create( 60, ( float )renderer.width() / renderer.height(), 1, 10000 ); camera->position().z = 300; auto scene = Scene::create(); auto texture = ImageUtils::loadTexture( threeDataPath( "textures/sprites/spark1.png" ) ); Uniforms uniforms; uniforms[ "color" ] = Uniform( THREE::c, Color( 0xffffff ) ); uniforms[ "texture" ] = Uniform( THREE::t, texture.get() ); Attributes attributes; attributes[ "size" ] = Attribute( THREE::f ); attributes[ "customColor" ] = Attribute( THREE::c ); auto shaderMaterial = ShaderMaterial::create( vertexShader, fragmentShader, uniforms, attributes, Material::Parameters().add( "blending", THREE::AdditiveBlending ) .add( "depthTest", false ) .add( "transparent", true ) ); // Geometries const auto radius = 200.f; const auto pointCount = 100000; auto geometry = Geometry::create(); auto& vertices = geometry->vertices; vertices.reserve( pointCount ); std::generate_n( std::back_inserter(vertices), pointCount, [=]() -> Vector3 { return Vector3( Math::random(-1.f, 1.f), Math::random(-1.f, 1.f), Math::random(-1.f, 1.f) ).multiplyScalar( radius ); } ); auto sphere = ParticleSystem::create( geometry, shaderMaterial ); sphere->geometry->dynamic = true; sphere->sortParticles = false; std::vector<float> values_size( pointCount ); std::vector<Color> values_color( pointCount ); for ( int v = 0; v < pointCount; v++ ) { values_size[ v ] = 10; values_color[ v ].set( 0xffaa00 ); if ( vertices[ v ].x < 0 ) values_color[ v ].setHSL( 0.5f + 0.1f * ( (float)v / pointCount ), 0.7f, 0.5f ); else values_color[ v ].setHSL( 0.0f + 0.1f * ( (float)v / pointCount), 0.9f, 0.5f ); } auto& size = shaderMaterial->attributes[ "size" ]; auto& color = shaderMaterial->attributes[ "customColor" ]; size.value = values_size; color.value = values_color; scene->add( sphere ); ///////////////////////////////////////////////////////////////////////// window.addEventListener( SDL_WINDOWEVENT, [&]( const SDL_Event& event ) { if (event.window.event != SDL_WINDOWEVENT_RESIZED) return; camera->aspect = ( float )event.window.data1 / event.window.data2; camera->updateProjectionMatrix(); renderer.setSize( event.window.data1, event.window.data2 ); } ); ///////////////////////////////////////////////////////////////////////// auto time = 0.f; window.animate( [&]( float dt ) -> bool { time += dt; sphere->rotation().z = time * 0.03f; auto& sizes = size.value.cast<std::vector<float>>(); for( size_t i = 0; i < sizes.size(); i++ ) { sizes[ i ] = 10.f + 9.f * Math::sin( 0.1f * i + time * 3.f ); } size.needsUpdate = true; renderer.render( *scene, *camera ); return true; } ); }
void particles_billboards( GLWindow& window, GLRenderer& renderer ) { auto camera = PerspectiveCamera::create( 55, ( float )renderer.width() / renderer.height(), 2.f, 2000 ); camera->position().z = 1000; auto scene = Scene::create(); scene->fog = FogExp2::create( 0x000000, .001f ); auto geometry = Geometry::create(); const auto particleCount = 10000; geometry->vertices.reserve( particleCount ); std::generate_n( std::back_inserter( geometry->vertices ), particleCount, [] { return Vector3( Math::random(-1000.f, 1000.f), Math::random(-1000.f, 1000.f), Math::random(-1000.f, 1000.f) ); } ); auto sprite = ImageUtils::loadTexture( threeDataPath("textures/sprites/disc.png") ); auto material = ParticleSystemMaterial::create( Material::Parameters().add( "size", 35.f ) .add( "map", sprite ) .add( "sizeAttenuation", false ) .add( "transparent", true) ); material->color.setHSL( 1.f, 0.3f, 0.7f ); auto particles = ParticleSystem::create( geometry, material ); particles->sortParticles = true; scene->add( particles ); ///////////////////////////////////////////////////////////////////////// auto mouseX = 0.f, mouseY = 0.f; window.addEventListener( SDL_MOUSEMOTION, [&]( const SDL_Event& event ) { mouseX = 2.f * ( ( float )event.motion.x / renderer.width() - 0.5f ); mouseY = 2.f * ( ( float )event.motion.y / renderer.height() - 0.5f ); } ); window.addEventListener( SDL_WINDOWEVENT, [&]( const SDL_Event& event ) { if (event.window.event != SDL_WINDOWEVENT_RESIZED) return; camera->aspect = ( float )event.window.data1 / event.window.data2; camera->updateProjectionMatrix(); renderer.setSize( event.window.data1, event.window.data2 ); } ); ///////////////////////////////////////////////////////////////////////// auto time = 0.f; window.animate( [&]( float dt ) -> bool { time += dt * .05f; camera->position().x += ( -1000.f * mouseX - camera->position().x ) * 3 * dt; camera->position().y += ( 1000.f * mouseY - camera->position().y ) * 3 * dt; camera->lookAt( scene->position() ); const auto h = Math::fmod( 360.f * ( 1.f + time ), 360.f ) / 360.f; material->color.setHSL( h, 0.5f, 0.5f ); renderer.render( *scene, *camera ); return true; } ); }
void geometries( GLWindow& window, GLRenderer& renderer ) { auto camera = PerspectiveCamera::create( 45, ( float )renderer.width() / renderer.height(), 10, 20000 ); camera->position().y = 700; auto scene = Scene::create(); scene->add( AmbientLight::create( 0x404040 ) ); auto light = DirectionalLight::create( 0xffffff ); light->position().set( 0, 1, 0 ); scene->add( light ); auto map = ImageUtils::loadTexture( threeDataPath( "textures/UV_Grid_Sm.jpg" ) ); map->wrapS = map->wrapT = THREE::RepeatWrapping; map->anisotropy = 16; auto material = MeshLambertMaterial::create( Material::Parameters() .add( "ambient", Color( 0xbbbbbb ) ) .add( "map", map ) .add( "side", THREE::DoubleSide ) ); // auto sphere = Mesh::create( SphereGeometry::create( 75, 20, 10 ), material ); sphere->position().set( -400, 0, 200 ); scene->add( sphere ); auto ico = Mesh::create( IcosahedronGeometry::create( 75, 1 ), material ); ico->position().set( -200, 0, 200 ); scene->add( ico ); auto octa = Mesh::create( OctahedronGeometry::create( 75, 2 ), material ); octa->position().set( 0, 0, 200 ); scene->add( octa ); auto tetra = Mesh::create( TetrahedronGeometry::create( 75, 0 ), material ); tetra->position().set( 200, 0, 200 ); scene->add( tetra ); // auto plane = Mesh::create( PlaneGeometry::create( 100, 100, 4, 4 ), material ); plane->position().set( -400, 0, 0 ); scene->add( plane ); auto cube = Mesh::create( BoxGeometry::create( 100, 100, 100, 4, 4, 4 ), material ); cube->position().set( -200, 0, 0 ); scene->add( cube ); auto circle = Mesh::create( CircleGeometry::create( 50, 20, 0, Math::PI() * 2 ), material ); circle->position().set( 0, 0, 0 ); scene->add( circle ); auto ring = Mesh::create( RingGeometry::create( 10, 50, 20, 5, 0, Math::PI() * 2 ), material ); ring->position().set( 200, 0, 0 ); scene->add( ring ); auto cylinder = Mesh::create( CylinderGeometry::create( 25, 75, 100, 40, 5 ), material ); cylinder->position().set( 400, 0, 0 ); scene->add( cylinder ); // std::vector<Vector3> points; for ( auto i = 0; i < 50; i ++ ) { points.push_back( Vector3( Math::sin( (float)i * 0.2 ) * Math::sin( (float)i * 0.1 ) * 15 + 50, 0, ( (float)i - 5 ) * 2 ) ); } auto lathe = Mesh::create( LatheGeometry::create( points, 20 ), material ); lathe->position().set( -400, 0, -200 ); scene->add( lathe ); auto torus = Mesh::create( TorusGeometry::create( 50, 20, 20, 20 ), material ); torus->position().set( -200, 0, -200 ); scene->add( torus ); auto torusKnot = Mesh::create( TorusKnotGeometry::create( 50, 10, 50, 20 ), material ); torusKnot->position().set( 0, 0, -200 ); scene->add( torusKnot ); auto axis = AxisHelper::create( 50 ); axis->position().set( 200, 0, -200 ); scene->add( axis ); auto arrow = ArrowHelper::create( Vector3( 0, 1, 0 ), Vector3( 0, 0, 0 ) ); arrow->setLength(50); arrow->position().set( 400, 0, -200 ); scene->add( arrow ); ///////////////////////////////////////////////////////////////////////// window.addEventListener( SDL_WINDOWEVENT, [&]( const SDL_Event& event ) { if (event.window.event != SDL_WINDOWEVENT_RESIZED) return; camera->aspect = ( float )event.window.data1 / event.window.data2; camera->updateProjectionMatrix(); renderer.setSize( event.window.data1, event.window.data2 ); } ); ///////////////////////////////////////////////////////////////////////// auto time = 0.f; int benchmarkFrames = 100000; window.animate( [&]( float dt ) -> bool { time += dt; camera->position().x = Math::cos( time * 0.2 ) * 800; camera->position().z = Math::sin( time * 0.2 ) * 800; camera->lookAt( scene->position() ); for ( size_t i = 0; i < scene->children.size(); i ++ ) { auto& object = scene->children[ i ]; object->rotation().x = time * 1; object->rotation().y = time * 0.25; } renderer.render( *scene, *camera ); return --benchmarkFrames > 0; } ); }
void particles_sprites( GLWindow& window, GLRenderer& renderer ) { auto camera = PerspectiveCamera::create( 75, ( float )renderer.width() / renderer.height(), 1.f, 2000 ); camera->position().z = 1000; auto scene = Scene::create(); scene->fog = FogExp2::create( 0x000000, .0008f ); auto geometry = Geometry::create(); auto sprite1 = ImageUtils::loadTexture( threeDataPath("textures/sprites/snowflake1.png") ); auto sprite2 = ImageUtils::loadTexture( threeDataPath("textures/sprites/snowflake2.png") ); auto sprite3 = ImageUtils::loadTexture( threeDataPath("textures/sprites/snowflake3.png") ); auto sprite4 = ImageUtils::loadTexture( threeDataPath("textures/sprites/snowflake4.png") ); auto sprite5 = ImageUtils::loadTexture( threeDataPath("textures/sprites/snowflake5.png") ); const auto particleCount = 10000; geometry->vertices.reserve( particleCount ); std::generate_n( std::back_inserter( geometry->vertices ), particleCount, [] { return Vector3( Math::random(-1000.f, 1000.f), Math::random(-1000.f, 1000.f), Math::random(-1000.f, 1000.f) ); } ); std::vector<Material::Ptr> materials; auto addParticleSystem = [&]( const Vector3& color, const Texture::Ptr& sprite, float size ) { auto material = ParticleSystemMaterial::create( Material::Parameters().add( "size", size ) .add( "map", sprite ) .add( "blending", THREE::AdditiveBlending ) .add( "depthTest", false ) .add( "transparent", true ) ); materials.push_back( material ); material->color.setHSL( color[0], color[1], color[2] ); auto particles = ParticleSystem::create( geometry, material ); particles->rotation() = Euler( Math::random() * 6, Math::random() * 6, Math::random() * 6 ); scene->add( particles ); }; typedef std::tuple<Vector3, Texture::Ptr, float> ColorSpriteSize; std::array<ColorSpriteSize, 5> params = { ColorSpriteSize( Vector3( 1.f, 0.2f, 0.5f), sprite2, 20.f ), ColorSpriteSize( Vector3(0.95f, 0.1f, 0.5f), sprite3, 13.f ), ColorSpriteSize( Vector3(0.90f, 0.05f, 0.5f), sprite1, 10.f ), ColorSpriteSize( Vector3(0.85f, 0.f, 0.5f), sprite5, 8.f ), ColorSpriteSize( Vector3(0.80f, 0.f, 0.5f), sprite4, 5.f ) }; for ( const auto& param : params ) { addParticleSystem( std::get<0>(param), std::get<1>(param), std::get<2>(param) ); } ///////////////////////////////////////////////////////////////////////// auto mouseX = 0.f, mouseY = 0.f; window.addEventListener( SDL_MOUSEMOTION, [&]( const SDL_Event& event ) { mouseX = 2.f * ( ( float )event.motion.x / renderer.width() - 0.5f ); mouseY = 2.f * ( ( float )event.motion.y / renderer.height() - 0.5f ); } ); window.addEventListener( SDL_WINDOWEVENT, [&]( const SDL_Event& event ) { if (event.window.event != SDL_WINDOWEVENT_RESIZED) return; camera->aspect = ( float )event.window.data1 / event.window.data2; camera->updateProjectionMatrix(); renderer.setSize( event.window.data1, event.window.data2 ); } ); ///////////////////////////////////////////////////////////////////////// auto time = 0.f; window.animate( [&]( float dt ) -> bool { time += dt * .05f; camera->position().x += ( -1000.f * mouseX - camera->position().x ) * 3 * dt; camera->position().y += ( 1000.f * mouseY - camera->position().y ) * 3 * dt; camera->lookAt( scene->position() ); for ( size_t i = 0; i < scene->children.size(); ++i ) { auto& object = *scene->children[ i ]; if ( object.type() == THREE::ParticleSystem ) { object.rotation().y = time * ( i < 4 ? i + 1 : - ( (int)i + 1 ) ); } } for ( size_t i = 0; i < materials.size(); ++i ) { auto& color = std::get<0>(params[ i ]); const auto h = Math::fmod( 360.f * ( color[0] + time ), 360.f ) / 360.f; materials[ i ]->color.setHSL( h, color[ 1 ], color[ 2 ] ); } renderer.render( *scene, *camera ); return true; } ); }
void trails( GLWindow& window, GLRenderer& renderer ) { renderer.sortObjects = false; renderer.autoClearColor = false; // Camera auto camera = PerspectiveCamera::create( 60, (float)renderer.width() / renderer.height(), 1, 10000 ); camera->position().set( 100000, 0, 3200 ); // Scene auto scene = Scene::create(); // Geometries std::array<Color, 4> colors = { Color(0x000000), Color(0xff0080), Color(0x8000ff), Color(0xffffff) }; auto geometry = Geometry::create(); for ( int i = 0; i < 2000; i ++ ) { Vertex vertex; vertex.x = Math::random(-2000.f, 2000.f); vertex.y = Math::random(-2000.f, 2000.f); vertex.z = Math::random(-2000.f, 2000.f); geometry->vertices.push_back( vertex ); geometry->colors.push_back( colors[ (int)Math::floor( Math::random() * colors.size() ) ] ); } // Materials auto material = ParticleSystemMaterial::create( Material::Parameters().add("color", Color(0xcccccc)) .add("size", 1.0f) .add("vertexColors", THREE::VertexColors) .add("depthTest", false) .add("opacity", 0.5f) .add("sizeAttenuation", false) ); auto mesh = ParticleSystem::create( geometry, material ); scene->add( mesh ); auto mouseX = 0.f, mouseY = 0.f; window.addEventListener(SDL_MOUSEMOTION, [&]( const SDL_Event& event ) { mouseX = 2.f * ((float)event.motion.x / renderer.width() - 0.5f); mouseY = 2.f * ((float)event.motion.y / renderer.height() - 0.5f); }); // Rendering window.animate ( [&]( float dt ) -> bool { camera->position().x += ( 1000.f * mouseX - camera->position().x ) * 5 * dt; camera->position().y += ( 1000.f * mouseY - camera->position().y ) * 5 * dt; camera->lookAt( scene->position() ); renderer.render( *scene, *camera ); return true; } ); }