コード例 #1
1
ファイル: testcase.cpp プロジェクト: hiwang123/winjudge
judge_result testcase_impl::run(env &env, compiler::result &cr)
{
	judge_result result = {0};
	shared_ptr<temp_dir> dir = _prepare_dir(env.pool(), cr);
	env.grant_access(dir->path());

	path_a executable_path;
	if (cr.compiler->target_executable_path().empty()) {
		executable_path = dir->path();
		executable_path.push(cr.compiler->target_filename().c_str());
	} else {
		executable_path = cr.compiler->target_executable_path();
	}

	shared_ptr<testcase_impl::context> context(new testcase_impl::context(*this));
	judge::bunny bunny(env, false, executable_path.c_str(), cr.compiler->target_command_line(), dir->path(),
		context->stdin_pipe.read_handle(), context->stdout_pipe.write_handle(), context->stderr_pipe.write_handle(), limit_);
	context->stdin_pipe.close_read();
	context->stdout_pipe.close_write();
	context->stderr_pipe.close_write();

	// stdin thread
	env.pool().thread_pool().queue([context]()->void {
		try {
			istream in(&context->stdin_buf);
			os_filebuf out_buf(context->stdin_pipe.write_handle(), false);
			ostream out(&out_buf);
			const size_t buffer_size = 4096;
			util::stream_copy<buffer_size>(in, out);
		} catch (...) {
		}
		context->stdin_pipe.close_write();
		context->stdin_event.set();
	});

	// stderr thread
	env.pool().thread_pool().queue([context]()->void {
		try {
			os_filebuf in_buf(context->stderr_pipe.read_handle(), false);
			istream in(&in_buf);
			const size_t buffer_size = 4096;
			util::stream_copy_n<buffer_size>(in, context->stderr_stream, context->stderr_output_limit);
		} catch (...) {
		}
		context->stderr_pipe.close_read();
		context->stderr_event.set();
	});

	bunny.start();

	// judge
	{
		istream model_in(&context->stdout_buf);
		os_filebuf user_buf(context->stdout_pipe.read_handle(), false);
		istream user_in(&user_buf);
		pair<bool, string> compare_result = compare_stream(model_in, user_in);
		if (compare_result.first) {
			result.flag = max(result.flag, JUDGE_ACCEPTED);
		} else {
			result.flag = max(result.flag, JUDGE_WRONG_ANSWER);
		}
		judge_output_ = move(compare_result.second);

		// read all user output
		const size_t buffer_size = 4096;
		util::stream_copy<buffer_size>(user_in, onullstream());
	}

	bunny::result bunny_result = bunny.wait();
	DWORD wait_result = winstl::wait_for_multiple_objects(context->stdin_event, context->stderr_event, true, INFINITE);
	if (wait_result == WAIT_FAILED) {
		throw win32_exception(::GetLastError());
	}

	result.flag = max(result.flag, bunny_result.flag);
	result.time_usage_ms = bunny_result.time_usage_ms;
	result.memory_usage_kb = bunny_result.memory_usage_kb;
	result.runtime_error = bunny_result.runtime_error;
	result.judge_output = judge_output_.c_str();
	user_output_ = context->stderr_stream.str();
	result.user_output = user_output_.c_str();
	return result;
}
コード例 #2
0
ファイル: Source.cpp プロジェクト: IGlautier/FinalYearProject
int main() {

	// Dimensions 
	const GLuint WIDTH = 1080;
	const GLuint HEIGHT = 720;
	const GLuint SWIDTH = 1024; // Shadow map
	const GLuint SHEIGHT = 1024;
	// End dimensions

	// GLFW setup
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Only use OpenGL version 3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Lock window size
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "MEng Project SSAO", nullptr, nullptr); // Create window
	if (window == nullptr) { // Error Check
		std::cout << "ERROR: Failed to create window" << std::endl;
		glfwTerminate();
		return -1;
	} 
	glfwMakeContextCurrent(window);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Bind mouse to window
	glfwSetKeyCallback(window, keyPress); // Add input handling functions
	glfwSetCursorPosCallback(window, mouseMove);
	// End GLFW setup

	// GLEW setup
	glewExperimental = GL_TRUE; // Ensures access to up to date opengl functions
	if (glewInit() != GLEW_OK) { // Error check
		std::cout << "ERROR: Failed to initialise GLEW" << std::endl;
		return -1;
	}
	// End GLEW setup

	// OpenGL setup
	glViewport(0, 0, WIDTH, HEIGHT); // Pass window dimensions 
	glEnable(GL_DEPTH_TEST); // Required for proper depth testing
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black back drop
	// End OpenGL setup

	// Loading and object creation
	Camera camera = Camera(); // Create camera
	Shader gShader("geometry.vs", "geometry.frag"); // Shader loading
	Shader lightShader("light.vs", "light.frag");
	Shader shadowShader("shadow.vs", "shadow.frag", "shadow.gs");
	Model suit("nanosuit/nanosuit.obj"); // Model loading
	Model bunny("bunny/bunny.obj");
	Model armadillo("armadillo/armadillo.obj");
	// End loading and object creation	

	// Geometry input
	GLfloat verticesFloor[] = { // Geometry for floor object (Just a cube that we flatten out)
		-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
	};
	GLfloat verticesQuad[] = { // Quad that we render to for screen space techniques
		-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
		-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
		1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
		1.0f, -1.0f, 0.0f, 1.0f, 0.0f
	};
	glm::vec3 lightPosition = glm::vec3(10.0f, 10.0f, 10.0f); // Initial position of point light
	glm::mat4 bunnyModel1, bunnyModel2, suitModel, armaModel, floorModel; // Sets up uniforms for location of models in world
	bunnyModel1 = glm::translate(bunnyModel1, glm::vec3(0.0f, 0.15f, 0.0f));
	bunnyModel2 = glm::translate(bunnyModel2, glm::vec3(5.0f, 0.15f, 0.0f));
	suitModel = glm::translate(suitModel, glm::vec3(15.0f, 0.0f, 0.0f));
	armaModel = glm::translate(armaModel, glm::vec3(5.0f, 0.5f, 5.0f));
	floorModel = glm::scale(floorModel, glm::vec3(100.0f, 0.1f, 100.0f));
	// End geometry input

	// Shader texture uniforms
	lightShader.Use();
	glUniform1i(glGetUniformLocation(lightShader.pID, "gPosition"), 0);
	glUniform1i(glGetUniformLocation(lightShader.pID, "gNormal"), 1);
	glUniform1i(glGetUniformLocation(lightShader.pID, "gColour"), 2);
	gShader.Use();
	glUniform1i(glGetUniformLocation(gShader.pID, "shadowMap"), 0);
	// End shader texture uniforms

	// Shadow mapping setup
	GLuint shadowMap, shadowBuffer;
	glGenFramebuffers(1, &shadowBuffer);
	glBindFramebuffer(GL_FRAMEBUFFER, shadowBuffer);
	glGenTextures(1, &shadowMap);
	glBindTexture(GL_TEXTURE_CUBE_MAP, shadowMap);
	for (GLuint i = 0; i < 6; ++i) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SWIDTH, SHEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowMap, 0);
	glDrawBuffer(GL_NONE);
	glReadBuffer(GL_NONE);
	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "ERROR: Shadow buffer not complete" << std::endl; // Error check
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	// End shadow mapping setup


	// gBuffer for deferred rendering
	GLuint gBuffer, gPosition, gNormal, gColour, gDepth;
	glGenFramebuffers(1, &gBuffer);
	glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
	glGenTextures(1, &gPosition); // Set up position data storage
	glBindTexture(GL_TEXTURE_2D, gPosition);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, 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_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
	glGenTextures(1, &gNormal); // Set up normal data storage
	glBindTexture(GL_TEXTURE_2D, gNormal);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
	glGenTextures(1, &gColour); // Set up colour data storage
	glBindTexture(GL_TEXTURE_2D, gColour);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 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);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gColour, 0);
	GLuint attach[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
	glDrawBuffers(3, attach);
	glGenRenderbuffers(1, &gDepth); // Set up depth
	glBindRenderbuffer(GL_RENDERBUFFER, gDepth);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gDepth);
	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "ERROR: Geometry framebuffer not complete" << std::endl; // Error check
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	// End GBuffer

	// Quad buffer object
	GLuint qVBO, qVAO;
	glGenVertexArrays(1, &qVAO);
	glGenBuffers(1, &qVBO);
	glBindVertexArray(qVAO);
	glBindBuffer(GL_ARRAY_BUFFER, qVBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(verticesQuad), verticesQuad, GL_STATIC_DRAW); // Pass in quad geometry
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0); // Set stepping for vertices
	glEnableVertexAttribArray(0); 
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); // Set stepping for texture coordinates
	glEnableVertexAttribArray(1);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	// End quad buffer object

	// Light buffer object
	GLuint lVBO, lVAO; 
	glGenVertexArrays(1, &lVAO);
	glGenBuffers(1, &lVBO);
	glBindVertexArray(lVAO); 
	glBindBuffer(GL_ARRAY_BUFFER, lVBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(verticesFloor), verticesFloor, GL_STATIC_DRAW); // Pass in floor geometry
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Be careful setting stride and size here (3 values) position
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); // normals
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));  // Textures
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	// End light buffer object

	while (!glfwWindowShouldClose(window)) { // The "game loop"

		// Handle user input
		glfwPollEvents(); 
		GLfloat curFrame = glfwGetTime();
		delta = curFrame - lastFrame; // Frame smoothing
		lastFrame = curFrame;
		camera.setSpeed(delta * 10.0f);
		camera.update(activeKeys, pitch, yaw);
		// End user input

		// Light update
		//lightPosition.x = sin(glfwGetTime())*20.0f; // Uncomment to enable rotation of light around scene
		//lightPosition.z = cos(glfwGetTime())*20.0f;
		// End light update

		// View and projection matrix setup
		glm::mat4 view, projection;
		view = glm::lookAt(camera.getPos(), camera.getPos() + camera.getForward(), camera.getUp()); // the sum on the middle argument ensures the camera remains focussed on where we are looking
		projection = glm::perspective(glm::radians(45.0f), GLfloat(WIDTH)/ GLfloat(HEIGHT), 0.1f, 100.0f);
		
		// End view and projection matrix setup

		// Shadow pass
		glm::mat4 shadowProjection = glm::perspective(glm::radians(90.0f), 1.0f, 1.0f, 100.0f);
		std::vector<glm::mat4> shadowViews;
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
		shadowViews.push_back(shadowProjection * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
		glViewport(0, 0, SWIDTH, SHEIGHT);
		glBindFramebuffer(GL_FRAMEBUFFER, shadowBuffer); // Bind gBuffer to fill with geometry data from the scene
		glClear(GL_DEPTH_BUFFER_BIT);
		shadowShader.Use();
		glUniform3f(glGetUniformLocation(shadowShader.pID, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
		for (GLuint i = 0; i < 6; ++i) glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, ("shadowViews[" + std::to_string(i) + "]").c_str()), 1, GL_FALSE, glm::value_ptr(shadowViews[i]));
		glBindVertexArray(lVAO);
		glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(floorModel)); // Render floor
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);
		glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(bunnyModel1)); // Render rabbit 1
		bunny.Draw(shadowShader);
		glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(bunnyModel2)); // Render rabbit 2
		bunny.Draw(shadowShader);
		glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(armaModel)); // Render armadillo
		armadillo.Draw(shadowShader);
		glUniformMatrix4fv(glGetUniformLocation(shadowShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(suitModel)); // Render suit
		suit.Draw(shadowShader);
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		glViewport(0, 0, WIDTH, HEIGHT); // Back to normal viewport
		// End shadow pass




		// Geometry pass	
		glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); // Bind gBuffer to fill with geometry data from the scene
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		gShader.Use();
		glActiveTexture(GL_TEXTURE0); // Shadow map for shadow calculation
		glBindTexture(GL_TEXTURE_CUBE_MAP, shadowMap);
		glUniform3f(glGetUniformLocation(gShader.pID, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "view"), 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
		glBindVertexArray(lVAO);
		glUniform3f(glGetUniformLocation(gShader.pID, "colour"), 0.5f, 0.2f, 0.2f);
		glUniform1f(glGetUniformLocation(gShader.pID, "specular"), 0.1f);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(floorModel)); // Render floor
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);
		glUniform3f(glGetUniformLocation(gShader.pID, "colour"), 0.1f, 0.5f, 0.5f);
		glUniform1f(glGetUniformLocation(gShader.pID, "specular"), 0.5f);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(bunnyModel1)); // Render rabbit 1
		bunny.Draw(gShader);
		glUniform3f(glGetUniformLocation(gShader.pID, "colour"), 0.1f, 0.5f, 0.5f);
		glUniform1f(glGetUniformLocation(gShader.pID, "specular"), 0.7f);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(bunnyModel2)); // Render rabbit 2
		bunny.Draw(gShader);
		glUniform3f(glGetUniformLocation(gShader.pID, "colour"), 0.9f, 0.1f, 0.1f);
		glUniform1f(glGetUniformLocation(gShader.pID, "specular"), 0.3f);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(armaModel)); // Render armadillo
		armadillo.Draw(gShader);
		glUniform3f(glGetUniformLocation(gShader.pID, "colour"), 0.1f, 0.9f, 0.1f);
		glUniform1f(glGetUniformLocation(gShader.pID, "specular"), 0.2f);
		glUniformMatrix4fv(glGetUniformLocation(gShader.pID, "model"), 1, GL_FALSE, glm::value_ptr(suitModel)); // Render suit
		suit.Draw(gShader);
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		// End geometry pass

		

		// Lighting pass
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		lightShader.Use();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, gPosition);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, gNormal);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, gColour);
		glUniform3f(glGetUniformLocation(lightShader.pID, "camPosition"), camera.getPos().x, camera.getPos().y, camera.getPos().z);
		glUniform3f(glGetUniformLocation(lightShader.pID, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
		glBindVertexArray(qVAO);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
		glBindVertexArray(0);
		// End lighting pass

		glfwSwapBuffers(window); // Push new data to screen (this uses double buffering to avoid flickering)

	}

	// Clean up
	glDeleteVertexArrays(1, &lVAO);
	glDeleteBuffers(1, &lVBO);
	glDeleteVertexArrays(1, &qVAO);
	glDeleteBuffers(1, &qVBO);
	glfwTerminate();
	// End clean up

	return 0;
}