int Vip::req_vip_receive_world_tree(uint32_t id) { World_Tree_Flock_Map::iterator iter = vip_detail_->world_tree_val.find(id); const World_Tree_Config *conf = CONFIG_CACHE_VIP->get_world_tree_config(id); if(iter == vip_detail_->world_tree_val.end() || !conf) { return ERROR_CLIENT_PARAM; } World_Tree_Flock &wtf = (iter->second); uint32_t addition = 0; if(conf->addition.size() > player_self()->vip()) { addition = conf->addition[player_self()->vip()]; } if(addition == 0) { return 0; } Money_Add_List money_add_list; int32_t copper_num = (wtf.copper * addition) / 100 - wtf.receive_copper; int32_t souls_num = (wtf.souls * addition) / 100 - wtf.receive_souls; int32_t dragon_soul_num = (wtf.dragon_soul * addition) / 100 - wtf.receive_dragon_soul; { money_add_list.clear(); //金币 if(copper_num > 0) { Money_Add_Info copper(Money_Type(COPPER), copper_num, MONEY_ADD_VIP_WORLD_TREE); money_add_list.push_back(copper); } //英灵 if(souls_num > 0) { Money_Add_Info souls(Money_Type(SOULS), souls_num, MONEY_ADD_VIP_WORLD_TREE); money_add_list.push_back(souls); } //龙魂 if(dragon_soul_num > 0) { Money_Add_Info dragon_soul(Money_Type(DRAGON_SOUL), dragon_soul_num, MONEY_ADD_VIP_WORLD_TREE); money_add_list.push_back(dragon_soul); } } if(money_add_list.size() <= 0) { return ERROR_VIP_TREE_NOT_RECEIVE; } int return_status = player_self()->pack_add_money(money_add_list); if(return_status != 0) { return return_status; } wtf.receive_copper += copper_num; wtf.receive_souls += souls_num; wtf.receive_dragon_soul += dragon_soul_num; vip_detail_->detail_change(); MSG_50106202 msg; msg.reset(); msg.id = id; msg.tree_info = wtf; THIS_SEND_TO_CLIENT(msg); send_world_tree_icon_status(1);//需要统计是否还有可领 { // 背包获得客户端特效 MSG_81000102 acv_msg; if (copper_num > 0) { acv_msg.property.push_back(Property(COPPER, copper_num)); } if (souls_num > 0) { acv_msg.property.push_back(Property(SOULS, souls_num)); } if (dragon_soul_num > 0) { acv_msg.property.push_back(Property(DRAGON_SOUL, dragon_soul_num)); } if (!acv_msg.property.empty()) { THIS_SEND_TO_CLIENT(acv_msg); } } return 0; }
int main(int argc, char* argv[]) { // Build your scene and setup your camera here, by calling // functions from Raytracer. The code here sets up an example // scene and renders it from two different view points, DO NOT // change this if you're just implementing part one of the // assignment. Raytracer raytracer; int width = 320; int height = 240; int aa = 2; int sceneNum = 0; double toRadian = 2*M_PI/360.0; fprintf(stderr, "Using options:\n"); #ifdef USE_EXTENDEDLIGHTS fprintf(stderr, "\tExtended light sources\n"); #else fprintf(stderr, "\tPoint light sources\n"); #endif #ifdef USE_REFRACTIONS fprintf(stderr, "\tRefractions\n"); #else fprintf(stderr, "\tNo refractions\n"); #endif #ifdef USE_REFLECTIONS fprintf(stderr, "\tReflections\n"); #else fprintf(stderr, "\tNo reflections\n"); #endif #ifdef IGNORE_SHADOWS fprintf(stderr, "\tNo shadows\n"); #else { #ifdef USE_TRANSMISSIONSHADOWS fprintf(stderr, "\tTransmission-based shadows\n"); #else fprintf(stderr, "\tSimple shadows\n"); #endif } #endif #ifdef USE_FINERFLUX fprintf(stderr, "\tFiner numerical flux intergrations\n"); #else fprintf(stderr, "\tCoarser numerical flux intergrations\n"); #endif if (argc == 3) { width = atoi(argv[1]); height = atoi(argv[2]); } else if (argc == 4) { width = atoi(argv[1]); height = atoi(argv[2]); aa = atoi(argv[3]); } else if (argc == 5) { width = atoi(argv[1]); height = atoi(argv[2]); aa = atoi(argv[3]); sceneNum = atoi(argv[4]); } // SceneNum should not exceed total scenes if ((sceneNum > 3)|| (sceneNum <0)) { sceneNum = 0; } // Camera parameters. Point3D eye(0, 0, 1); Vector3D view(0, 0, -1); Vector3D up(0, 1, 0); double fov = 60; // Defines materials for shading. Material gold( Colour(0.3, 0.3, 0.3), Colour(0.75164, 0.60648, 0.22648), Colour(0.628281, 0.555802, 0.366065), 51.2, 0.001, 0.0, 1/2.4 ); Material jade( Colour(0.22, 0.38, 0.33), Colour(0.52, 0.73, 0.57), Colour(0.316228, 0.316228, 0.316228), 12.8, 0.2 , 0.0, 0.0 ); Material polishedGold( Colour(0.24725, 0.2245, 0.0645), Colour(0.34615, 0.3143, 0.0903), Colour(0.797357, 0.723991, 0.208006), 83.2, 0.01,0.0,0.0); Material glass( Colour(0.15, 0.15, 0.15), Colour(0.08, 0.08, 0.08), Colour(0.2, 0.2, 0.2), 50.1,0.08,0.9,0.6667 ); Material glass1( Colour(0.2, 0.2, 0.2), Colour(0.2, 0.2, 0.2), Colour(0.7, 0.7, 0.7), 10.1,0.03,0.9,0.6667 ); Material steel( Colour(0.1, 0.1, 0.1), Colour(0.1, 0.1, 0.1), Colour(0.8, 0.8, 0.8), 80, 0.03, 0.0, 1.0 ); Material blueSolid( Colour(0, 0, 1), Colour(0, 0, 1), Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 ); Material redSolid( Colour(1, 0, 0), Colour(1, 0, 0), Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 ); Material chrome( Colour(0.25, 0.25, 0.25), Colour(0.4,0.4,0.4), Colour(0.7746, 0.7746, 0.7746), 77, 0.42, 0.0, 1.0); Material ruby( Colour(0.1745, 0.01175, 0.01175), Colour(0.61424, 0.04136, 0.04136), Colour(0.727811, 0.626959, 0.626959) , 76.8, 0.01, 0.0, 0.565); Material pearl( Colour(0.25, 0.20725, 0.20725), Colour(1, 0.829, 0.829), Colour(0.296648, 0.296648, 0.296648), 11.264, 0.1,0.0,1.0 ); Material silver(Colour(0.23125, 0.23125, 0.23125), Colour(0.2775, 0.2775, 0.2775), Colour(0.773911, 0.773911, 0.773911), 89.6, 0.4,0.0, 1.0); Material emerald(Colour(0.0215, 0.1745, 0.0215),Colour(0.07568, 0.61424, 0.07568), Colour(0.633, 0.727811, 0.633), 76.8, 0.1, 0.25, 0.637); Material brass(Colour(0.329412, 0.223529, 0.027451),Colour(0.780392, 0.568627, 0.113725), Colour(0.992157, 0.941176, 0.807843),27.8974, 0.3, 0.0, 1.0 ); Material bronze(Colour(0.2125, 0.1275, 0.054), Colour(0.714, 0.4284, 0.18144), Colour(0.393548, 0.271906, 0.166721), 25.6, 0.1, 0.0, 1.0 ); Material bronzeShiny(Colour(0.25, 0.148, 0.06475), Colour(0.4, 0.2368, 0.1036), Colour(0.774597, 0.458561, 0.200621), 76.86, 0.15, 0.0, 1.0 ); Material turquoise(Colour(0.1, 0.18725, 0.1745), Colour(0.396, 0.74151, 0.69102), Colour(0.297254, 0.30829, 0.306678), 12.8, 0.01, 0.2, 0.9); Material obsidian(Colour(0.05375, 0.05, 0.06625), Colour(0.18275, 0.17, 0.22525), Colour(0.332741, 0.328634, 0.346435), 38.4, 0.05, 0.18, 0.413); Material copper(Colour(0.19125, 0.0735, 0.0225), Colour(0.7038, 0.27048, 0.0828), Colour(0.256777, 0.137622, 0.086014), 12.8, 0.1, 0.0, 1.0 ); Material copperPolished(Colour(0.2295, 0.08825, 0.0275), Colour(0.5508, 0.2118, 0.066), Colour(0.580594, 0.223257, 0.0695701), 51.2, 0.15, 0.0, 1.0 ); Material pewter(Colour(0.105882, 0.058824, 0.113725), Colour(0.427451, 0.470588, 0.541176), Colour(0.333333, 0.333333, 0.521569), 9.84615, 0.0, 0.0, 1.0 ); // Light Sources //===================== //raytracer.addLightSource( new PointLight(Point3D(1, 1, 2),Colour(0.5, 0.5, 0.5)) ); #ifdef USE_EXTENDEDLIGHTS // Defines a ball light source raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1), 2.0, Colour(0.9, 0.9, 0.9), 4) ); #else // Defines a point light source. raytracer.addLightSource( new PointLight(Point3D(0, 0, 5), Colour(0.9, 0.9,0.9) ) ); #endif if (sceneNum==0) { // Defines a point light source. //raytracer.addLightSource( new PointLight(Point3D(0, 0, 5), // Colour(0.9, 0.9, 0.9) ) ); // Add a unit square into the scene with material mat. SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &gold); SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade ); // Apply some transformations to the unit square. double factor1[3] = { 1.0, 2.0, 1.0 }; double factor2[3] = { 6.0, 6.0, 1.0 }; double factor3[3] = { 4.0, 4.0, 4.0 }; double factor4[3] = { 3.7, 3.7, 3.7 }; raytracer.translate(sphere, Vector3D(0, 0, -5)); raytracer.rotate(sphere, 'x', -45); raytracer.rotate(sphere, 'z', 45); raytracer.scale(sphere, Point3D(0, 0, 0), factor1); raytracer.translate(plane, Vector3D(0, 0, -7)); raytracer.rotate(plane, 'z', 45); raytracer.scale(plane, Point3D(0, 0, 0), factor2); /* SceneDagNode* bigSphere = raytracer.addObject( new UnitSphere(), &glass1); raytracer.scale(bigSphere, Point3D(0, 0, 0), factor3); raytracer.translate(bigSphere, Vector3D(0, 0, -7)); SceneDagNode* bigSphere2 = raytracer.addObject( new UnitSphere(), &glass1); raytracer.scale(bigSphere2, Point3D(0, 0, 0), factor4); raytracer.translate(bigSphere2, Vector3D(0, 0, -7)); */ }// end of scene 0 if (sceneNum==1) { /* raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1), 5.0, Colour(0.9, 0.9, 0.9), 0.888) ); raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) ); */ // Add a unit square into the scene with material mat. SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass); SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &brass); SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade); SceneDagNode* cylinder = raytracer.addObject( new UnitCylinder(), &brass); // Apply some transformations to the unit square. double factor1[3] = { 1.0, 2.0, 1.0 }; double factor2[3] = { 6.0, 6.0, 1.0 }; double factor3[3] = { 0.5, 0.5, 2.0 }; raytracer.translate(sphere, Vector3D(0, 0, -5)); raytracer.rotate(sphere, 'x', -45); raytracer.rotate(sphere, 'z', 45); raytracer.scale(sphere, Point3D(0, 0, 0), factor1); raytracer.translate(sphere1, Vector3D(-2.5, 0, -5)); raytracer.translate(plane, Vector3D(0, 0, -7)); raytracer.rotate(plane, 'z', 45); raytracer.scale(plane, Point3D(0, 0, 0), factor2); raytracer.translate(cylinder, Vector3D(3, 0, -5)); //raytracer.rotate(cylinder, 'y', -20); raytracer.rotate(cylinder, 'z', 45); raytracer.rotate(cylinder, 'x', -75); raytracer.scale(cylinder, Point3D(0, 0, 0), factor3); }// end of scene1 //=============== Scene 2 ============================== //===================================================== if(sceneNum == 2) { /* raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1), 5.0, Colour(0.9, 0.9, 0.9), 0.888) );*/ //raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) ); //Set up walls //======================================================== SceneDagNode* planeBack = raytracer.addObject( new UnitSquare(), &brass); SceneDagNode* planeBottom = raytracer.addObject( new UnitSquare(), &chrome); SceneDagNode* planeTop = raytracer.addObject( new UnitSquare(), &copperPolished); SceneDagNode* planeLeft = raytracer.addObject( new UnitSquare(), &bronzeShiny); SceneDagNode* planeRight = raytracer.addObject( new UnitSquare(), &brass); SceneDagNode* planeRear = raytracer.addObject( new UnitSquare(), &brass); double scaleFactor[3] = {8.0,8.0,1.0}; double scaleFactor1[3] = {20.01,20.01,1.0}; raytracer.translate(planeBottom, Vector3D(0, -10, 0)); raytracer.translate(planeTop, Vector3D(0, 10, 0)); raytracer.translate(planeLeft, Vector3D(-10, 0, 0)); raytracer.translate(planeRight, Vector3D(10, 0, 0)); raytracer.translate(planeBack, Vector3D(0, 0, -19.9)); raytracer.translate(planeBottom, Vector3D(0, 0, -10)); raytracer.translate(planeTop, Vector3D(0, 0, -10)); raytracer.translate(planeLeft, Vector3D(0, 0, -10)); raytracer.translate(planeRight, Vector3D(0, 0, -10)); raytracer.translate(planeRear, Vector3D(0, 0, 20)); raytracer.rotate(planeTop, 'x', 90); raytracer.rotate(planeBottom, 'x',-90); raytracer.rotate(planeLeft, 'y', -90); raytracer.rotate(planeRight, 'y', 90); raytracer.rotate(planeRear, 'x', 180); raytracer.scale(planeBack, Point3D(0, 0, 0), scaleFactor1); raytracer.scale(planeBottom, Point3D(0, 0, 0), scaleFactor1); raytracer.scale(planeTop, Point3D(0, 0, 0), scaleFactor1); raytracer.scale(planeLeft, Point3D(0, 0, 0), scaleFactor1); raytracer.scale(planeRight, Point3D(0, 0, 0), scaleFactor1); raytracer.scale(planeRear, Point3D(0, 0, 0), scaleFactor1); //=========================================================== double scaleEgg[3] = { 1.0, 1.5, 1.0 }; double scaleBall[3] = {2,2,2}; SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass1); SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &ruby); SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &chrome); //SceneDagNode* cone = raytracer.addObject(sphere, new UnitCone(), &emerald); //raytracer.translate(cone, Vector3D(0,0,-2)); raytracer.translate(sphere, Vector3D(-1,-1,-11)); raytracer.scale(sphere, Point3D(0,0,0), scaleBall); raytracer.translate(sphere1, Vector3D(2.5,-1,-11)); raytracer.translate(sphere2, Vector3D(2,3,-11)); //raytracer.translate(cone, Vector3D(-1,-1,-12)); raytracer.rotate(sphere1, 'z', -45); raytracer.scale(sphere1, Point3D(0,0,0), scaleEgg); //raytracer.rotate(cone, 'x', 90); }//end of scene 2 //==================== Scene 3 ================= //=============================================== if(sceneNum == 3) { #ifdef USE_EXTENDEDLIGHTS raytracer.addLightSource( new BallLight(Point3D(-5, 5, -3), 2.0, Colour(0.4, 0.4, 0.4), 2) ); raytracer.addLightSource( new BallLight(Point3D(5, 5, -3), 2.0, Colour(0.4, 0.4, 0.4), 2) ); #else raytracer.addLightSource( new PointLight(Point3D(-5, 5, 0), Colour(0.5, 0.0, 0.0) ) ); raytracer.addLightSource( new PointLight(Point3D(5, 5, 0), Colour(0.0, 0.5, 0.0) ) ); raytracer.addLightSource( new PointLight(Point3D(0, -5, 0), Colour(0.0, 0.0, 0.5) ) ); #endif double planeScale[3] = {10.0, 10.0, 1.0}; double sphereScale[3]= {1.5,1.5,1.5}; double coneScale[3] = {1.5,1.5,5}; SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &pearl); SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &chrome); SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &brass); //SceneDagNode* cone = raytracer.addObject( new UnitCone(), &turquoise); raytracer.translate(sphere1, Vector3D(1, 1.5, -6.5)); raytracer.translate(sphere2, Vector3D(-1, -1.5, -6.5)); raytracer.scale(sphere2, Point3D(0,0,0), sphereScale); raytracer.scale(sphere1, Point3D(0,0,0), sphereScale); raytracer.rotate(plane, 'z', 45); raytracer.scale(plane, Point3D(0,0,0), planeScale); raytracer.translate(plane, Vector3D(0, 0, -8)); /* raytracer.translate(cone, Vector3D(2.0,-1.0,-3)); raytracer.rotate(cone, 'x', 180); raytracer.scale(cone, Point3D(0,0,0), coneScale); */ } // Render the scene, feel free to make the image smaller for // testing purposes. raytracer.render(width, height, eye, view, up, fov, aa, "sig1.bmp", 's'); //raytracer.render(width, height, eye, view, up, fov, aa, "diffuse1.bmp",'d'); //raytracer.render(width, height, eye, view, up, fov, aa, "view1.bmp",'p'); // Render it from a different point of view. Point3D eye2(4, 2, 1); Vector3D view2(-4, -2, -6); raytracer.render(width, height, eye2, view2, up, fov, aa, "sig2.bmp", 's'); //raytracer.render(width, height, eye2, view2, up, fov, aa, "diffuse2.bmp",'d'); //raytracer.render(width, height, eye2, view2, up, fov, aa, "view2.bmp",'p'); Point3D eye3(-4, -2, 1); Vector3D view3(4, 2, -6); raytracer.render(width, height, eye3, view3, up, fov, aa, "sig3.bmp", 's'); //raytracer.render(width, height, eye3, view3, up, fov, aa, "diffuse3.bmp",'d'); raytracer.render(width, height, eye3, view3, up, fov, aa, "view3.bmp",'p'); return 0; }
int main(int argc, char** argv) { // initialize guacamole gua::init(argc, argv); // setup scene gua::SceneGraph graph("main_scenegraph"); gua::math::vec4 iron(0.560, 0.570, 0.580, 1); gua::math::vec4 silver(0.972, 0.960, 0.915, 1); gua::math::vec4 aluminium(0.913, 0.921, 0.925, 1); gua::math::vec4 gold(1.000, 0.766, 0.336, 1); gua::math::vec4 copper(0.955, 0.637, 0.538, 1); gua::math::vec4 chromium(0.550, 0.556, 0.554, 1); gua::math::vec4 nickel(0.660, 0.609, 0.526, 1); gua::math::vec4 titanium(0.542, 0.497, 0.449, 1); gua::math::vec4 cobalt(0.662, 0.655, 0.634, 1); gua::math::vec4 platinum(0.672, 0.637, 0.585, 1); auto pbrMat(gua::MaterialShaderDatabase::instance()->lookup("gua_default_material")->make_new_material()); // pbrMat.set_uniform("Color", chromium); // pbrMat.set_uniform("Roughness", 0.2f); // pbrMat.set_uniform("Metalness", 1.0f); std::string directory("/opt/3d_models/Cerberus_by_Andrew_Maximov/Textures/"); pbrMat->set_uniform("ColorMap", directory + "Cerberus_A.tga"); pbrMat->set_uniform("MetalnessMap", directory + "Cerberus_M.tga"); pbrMat->set_uniform("RoughnessMap", directory + "Cerberus_R.tga"); pbrMat->set_uniform("NormalMap", directory + "Cerberus_N.negated_green.tga"); gua::TriMeshLoader loader; auto transform = graph.add_node<gua::node::TransformNode>("/", "transform"); auto cerberus(loader.create_geometry_from_file( "cerberus", "/opt/3d_models/Cerberus_by_Andrew_Maximov/Cerberus_LP.3ds", pbrMat, gua::TriMeshLoader::NORMALIZE_POSITION | gua::TriMeshLoader::NORMALIZE_SCALE)); graph.add_node("/transform", cerberus); cerberus->set_draw_bounding_box(true); cerberus->rotate(90, 0.f, 1.f, 0.f); cerberus->rotate(90, 0.f, 0.f, 1.f); auto pointLight = graph.add_node<gua::node::LightNode>("/", "pointLight"); pointLight->data.set_type(gua::node::LightNode::Type::POINT); pointLight->data.color = gua::utils::Color3f(1.0f, 1.0f, 1.0f); pointLight->data.brightness = 150.0f; // lm pointLight->scale(9.f); pointLight->translate(-2.f, 3.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); // 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 resolution = gua::math::vec2ui(2560, 1440); std::string skymaps_dir("/opt/guacamole/resources/skymaps/"); for(auto const& file : {std::string(directory + "Cerberus_A.tga"), std::string(directory + "Cerberus_M.tga"), std::string(directory + "Cerberus_R.tga"), std::string(directory + "Cerberus_N.negated_green.tga"), std::string(skymaps_dir + "skymap.jpg")}) { gua::TextureDatabase::instance()->load(file); } auto tiledPipe(std::make_shared<gua::PipelineDescription>()); tiledPipe->add_pass(std::make_shared<gua::TriMeshPassDescription>()); tiledPipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>()); tiledPipe->add_pass(std::make_shared<gua::ResolvePassDescription>()); 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_pipeline_description(tiledPipe); 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)); window->open(); gua::Renderer renderer; // application loop gua::events::MainLoop loop; gua::events::Ticker ticker(loop, 1.0 / 500.0); size_t ctr{}; ticker.on_tick.connect([&]() { // apply trackball matrix to object gua::math::mat4 modelmatrix = scm::math::make_translation(gua::math::float_t(trackball.shiftx()), gua::math::float_t(trackball.shifty()), gua::math::float_t(trackball.distance())) * gua::math::mat4(trackball.rotation()); transform->set_transform(modelmatrix); if(ctr++ % 150 == 0) gua::Logger::LOG_WARNING << "Frame time: " << 1000.f / window->get_rendering_fps() << " ms, fps: " << window->get_rendering_fps() << std::endl; window->process_events(); if(window->should_close()) { renderer.stop(); window->close(); loop.stop(); } else { renderer.queue_draw({&graph}); } }); loop.start(); return 0; }