6 #define GLM_ENABLE_EXPERIMENTAL
\r
8 #include <glm/glm.hpp>
\r
9 #include <glm/gtx/rotate_vector.hpp>
\r
10 #include <glm/gtc/matrix_transform.hpp>
\r
11 #include <glm/gtc/type_ptr.hpp>
\r
13 #include <SFML/OpenGL.hpp>
\r
14 #include <SFML/Graphics.hpp>
\r
17 #include <imgui-SFML.h>
\r
19 #include <assimp/Importer.hpp>
\r
20 #include <assimp/postprocess.h>
\r
21 #include <assimp/scene.h>
\r
31 float samplePositions[] = {
\r
32 0.000000f, 0.000000f,
\r
33 1.633992f, 0.036795f,
\r
34 0.177801f, 1.717593f,
\r
35 -0.194906f, 0.091094f,
\r
36 -0.239737f, -0.220217f,
\r
37 -0.003530f, -0.118219f,
\r
38 1.320107f, -0.181542f,
\r
39 5.970690f, 0.253378f,
\r
40 -1.089250f, 4.958349f,
\r
41 -4.015465f, 4.156699f,
\r
42 -4.063099f, -4.110150f,
\r
43 -0.638605f, -6.297663f,
\r
44 2.542348f, -3.245901f
\r
47 float sampleWeights[] = {
\r
48 0.220441f, 0.487000f, 0.635000f,
\r
49 0.076356f, 0.064487f, 0.039097f,
\r
50 0.116515f, 0.103222f, 0.064912f,
\r
51 0.064844f, 0.086388f, 0.062272f,
\r
52 0.131798f, 0.151695f, 0.103676f,
\r
53 0.025690f, 0.042728f, 0.033003f,
\r
54 0.048593f, 0.064740f, 0.046131f,
\r
55 0.048092f, 0.003042f, 0.000400f,
\r
56 0.048845f, 0.005406f, 0.001222f,
\r
57 0.051322f, 0.006034f, 0.001420f,
\r
58 0.061428f, 0.009152f, 0.002511f,
\r
59 0.030936f, 0.002868f, 0.000652f,
\r
60 0.073580f, 0.023239f, 0.009703f
\r
64 std::vector<float> vertices;
\r
65 std::vector<GLuint> indices;
\r
68 if (VAO == 0) initVAO();
\r
69 glBindVertexArray(VAO);
\r
70 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
\r
71 glBindVertexArray(0);
\r
77 glGenBuffers(1, &VBO);
\r
80 glGenBuffers(1, &EBO);
\r
82 glGenVertexArrays(1, &VAO);
\r
84 glBindVertexArray(VAO);
\r
86 glBindBuffer(GL_ARRAY_BUFFER, VBO);
\r
87 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(),
\r
88 vertices.data(), GL_STATIC_DRAW);
\r
90 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
\r
91 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),
\r
92 indices.data(), GL_STATIC_DRAW);
\r
94 glEnableVertexAttribArray(0);
\r
95 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));
\r
96 glEnableVertexAttribArray(1);
\r
97 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));
\r
99 glBindVertexArray(0);
\r
106 glm::vec3 pos = glm::vec3(0, 0, -1);
\r
107 glm::vec2 rot = glm::vec2(0, 0);
\r
109 void update(sf::Window &window) {
\r
110 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
\r
111 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
\r
113 rot.x += mouseDeltaX;
\r
114 rot.y += mouseDeltaY;
\r
116 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
\r
117 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
119 glm::vec3 left = glm::rotate(glm::vec3(0, 0, 1), -rot.x / angleFactor + glm::radians(90.0f), glm::vec3(0, 1, 0));
\r
121 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))
\r
126 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
\r
127 pos += forward / moveFactor;
\r
128 if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
\r
129 pos -= forward / moveFactor;
\r
130 if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
\r
131 pos += left / moveFactor;
\r
132 if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
\r
133 pos -= left / moveFactor;
\r
139 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
\r
140 rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);
\r
143 glm::mat4 getViewMatrix() {
\r
144 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
\r
145 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
146 glm::mat4 result = glm::lookAt(pos, pos + forward, up);
\r
151 glm::vec3 forward = glm::vec3(0, 0, 1);
\r
152 glm::vec3 up = glm::vec3(0, 1, 0);
\r
154 const float angleFactor = 200;
\r
155 float moveFactor = 20;
\r
160 glm::vec2 rot = glm::vec2(0, 0);
\r
163 void update(sf::Window &window) {
\r
164 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
\r
165 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
\r
167 rot.x += mouseDeltaX;
\r
168 rot.y += mouseDeltaY;
\r
173 void limit(float minY, float maxY) {
\r
174 float angleX = rot.x / angleFactor;
\r
175 float angleY = rot.y / angleFactor;
\r
177 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
\r
179 if (angleY > glm::radians(maxY))
\r
180 rot.y = glm::radians(maxY) * angleFactor;
\r
181 if (angleY < glm::radians(minY))
\r
182 rot.y = glm::radians(minY) * angleFactor;
\r
185 glm::vec3 getPos() {
\r
186 float angle = rot.y / angleFactor;
\r
188 float camY = sin(angle) * exp(radius);
\r
189 float camZ = cos(angle) * exp(radius);
\r
191 glm::vec3 result(0.0, camY, camZ);
\r
192 return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
195 glm::mat4 getViewMatrix() {
\r
196 float angle = rot.y / angleFactor;
\r
198 float camY = sin(angle) * exp(radius);
\r
199 float camZ = cos(angle) * exp(radius);
\r
200 glm::mat4 result = glm::lookAt(glm::vec3(0.0, camY, camZ), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
\r
201 result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
207 const float angleFactor = 200;
\r
211 std::string readFile(std::string filename) {
\r
212 std::ifstream ifs(filename, std::ios::binary);
\r
213 std::string result, line;
\r
214 while (std::getline(ifs, line))
\r
215 result += line + "\n";
\r
220 model loadModel(const std::string &filename) {
\r
221 Assimp::Importer importer;
\r
223 const aiScene *scene = importer.ReadFile(
\r
224 filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |
\r
225 aiProcess_SortByPType | aiProcess_GenSmoothNormals);
\r
229 for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
\r
230 aiVector3D v = scene->mMeshes[0]->mVertices[i];
\r
231 aiVector3D n = scene->mMeshes[0]->mNormals[i];
\r
232 result.vertices.push_back(v.x);
\r
233 result.vertices.push_back(v.y);
\r
234 result.vertices.push_back(v.z);
\r
235 result.vertices.push_back(n.x);
\r
236 result.vertices.push_back(n.y);
\r
237 result.vertices.push_back(n.z);
\r
240 for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
\r
241 aiFace f = scene->mMeshes[0]->mFaces[i];
\r
242 for (int j = 0; j < f.mNumIndices; j++) {
\r
243 result.indices.push_back(f.mIndices[j]);
\r
250 GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
\r
251 GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
\r
252 std::string vertSource = readFile(vertFilename);
\r
253 const char *vertAddr = vertSource.c_str();
\r
254 glShaderSource(vertShader, 1, &vertAddr, NULL);
\r
255 glCompileShader(vertShader);
\r
259 glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
\r
261 glGetShaderInfoLog(vertShader, 512, NULL, infoLog);
\r
262 printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);
\r
265 GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
\r
266 std::string fragSource = readFile(fragFilename);
\r
267 const char *fragAddr = fragSource.c_str();
\r
268 glShaderSource(fragShader, 1, &fragAddr, NULL);
\r
269 glCompileShader(fragShader);
\r
271 glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
\r
273 glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
\r
274 printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);
\r
277 // Link Shader Program
\r
279 GLuint shaderProgram = glCreateProgram();
\r
280 glAttachShader(shaderProgram, vertShader);
\r
281 glAttachShader(shaderProgram, fragShader);
\r
282 glLinkProgram(shaderProgram);
\r
284 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
\r
286 glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
\r
287 printf("Error linking shader program: %s\n", infoLog);
\r
290 glDeleteShader(vertShader);
\r
291 glDeleteShader(fragShader);
\r
293 return shaderProgram;
\r
297 struct framebuffer {
\r
298 framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {
\r
299 glGenFramebuffers(1, &fbo);
\r
300 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
\r
302 glGenTextures(1, &renderTexture);
\r
303 glBindTexture(GL_TEXTURE_2D, renderTexture);
\r
304 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
\r
305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
\r
308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
\r
309 //glBindTexture(GL_TEXTURE_2D, 0);
\r
310 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
\r
312 glGenRenderbuffers(1, &rbo);
\r
313 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
\r
314 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
\r
315 //glBindRenderbuffer(GL_RENDERBUFFER, 0);
\r
316 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
\r
318 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
\r
319 printf("Successfully created framebuffer\n");
\r
321 glBindFramebuffer(GL_FRAMEBUFFER, 0);
\r
323 screenShaderProgram = compileShaders(vertFilename, fragFilename);
\r
324 glUseProgram(screenShaderProgram);
\r
325 glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);
\r
329 glGenBuffers(1, &screenVBO);
\r
331 glGenVertexArrays(1, &screenVAO);
\r
333 glBindVertexArray(screenVAO);
\r
335 float screenVerts[] = {
\r
336 -1.0f, +1.0f, +0.0f, +1.0f,
\r
337 -1.0f, -1.0f, +0.0f, +0.0f,
\r
338 +1.0f, -1.0f, +1.0f, +0.0f,
\r
340 -1.0f, +1.0f, +0.0f, +1.0f,
\r
341 +1.0f, -1.0f, +1.0f, +0.0f,
\r
342 +1.0f, +1.0f, +1.0f, +1.0f,
\r
345 glBindBuffer(GL_ARRAY_BUFFER, screenVBO);
\r
346 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,
\r
347 screenVerts, GL_STATIC_DRAW);
\r
349 glEnableVertexAttribArray(0);
\r
350 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));
\r
351 glEnableVertexAttribArray(1);
\r
352 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
\r
354 glBindVertexArray(0);
\r
357 glDeleteFramebuffers(1, &fbo);
\r
361 GLuint renderTexture;
\r
363 GLuint screenShaderProgram;
\r
371 const int width = 1600, height = 900;
\r
373 sf::ContextSettings settings;
\r
374 settings.depthBits = 24;
\r
375 settings.antialiasingLevel = 0;
\r
376 settings.majorVersion = 4;
\r
377 settings.minorVersion = 6;
\r
379 sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",
\r
380 sf::Style::Default, settings);
\r
381 window.setVerticalSyncEnabled(true);
\r
383 ImGui::SFML::Init(window);
\r
387 if (glewInit() != GLEW_OK) {
\r
390 GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl");
\r
391 GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.glsl");
\r
393 model m = loadModel("models/Isotrop-upperjaw.ply");
\r
398 glm::vec3 lightPos(1.2f, 5.0f, 2.0f);
\r
402 glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));
\r
406 glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
\r
409 framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
\r
410 framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
\r
415 bool wireframe = false;
\r
416 bool freecam = false;
\r
417 int renderState = 0;
\r
418 float color[3] = { 0.7f, 0.4f, 0.4f };
\r
421 sf::Clock deltaClock;
\r
423 bool prevMouse = false;
\r
425 bool running = true;
\r
430 while (window.pollEvent(event)) {
\r
431 ImGui::SFML::ProcessEvent(event);
\r
433 if (event.type == sf::Event::EventType::Closed) {
\r
435 } else if (event.type == sf::Event::EventType::Resized) {
\r
436 glViewport(0, 0, event.size.width, event.size.height);
\r
437 } else if (event.type == sf::Event::EventType::KeyReleased) {
\r
438 using keys = sf::Keyboard;
\r
439 switch (event.key.code) {
\r
444 } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {
\r
445 if (! options.freecam) {
\r
446 arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;
\r
453 if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
\r
454 window.setMouseCursorVisible(false);
\r
457 if (options.freecam)
\r
458 freeCam.update(window);
\r
460 arcCam.update(window);
\r
464 sf::Mouse::setPosition(sf::Vector2i(
\r
465 window.getSize().x / 2,
\r
466 window.getSize().y / 2
\r
469 window.setMouseCursorVisible(true);
\r
472 prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
\r
474 // Render Shadowmap
\r
476 glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo);
\r
477 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
\r
478 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
479 glEnable(GL_DEPTH_TEST);
\r
481 if (options.wireframe)
\r
482 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
484 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
\r
486 glUseProgram(shaderProgramShadowmap);
\r
488 if (options.freecam)
\r
489 view = freeCam.getViewMatrix();
\r
491 view = arcCam.getViewMatrix();
\r
493 glUniformMatrix4fv(
\r
494 glGetUniformLocation(shaderProgramShadowmap, "model"),
\r
495 1, GL_FALSE, glm::value_ptr(model));
\r
496 glUniformMatrix4fv(
\r
497 glGetUniformLocation(shaderProgramShadowmap, "view"),
\r
498 1, GL_FALSE, glm::value_ptr(view));
\r
499 glUniformMatrix4fv(
\r
500 glGetUniformLocation(shaderProgramShadowmap, "projection"),
\r
501 1, GL_FALSE, glm::value_ptr(proj));
\r
504 glGetUniformLocation(shaderProgramShadowmap, "lightPos"),
\r
505 1, glm::value_ptr(lightPos));
\r
509 // Render irradiance
\r
511 glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);
\r
512 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
\r
513 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
514 glEnable(GL_DEPTH_TEST);
\r
516 if (options.wireframe)
\r
517 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
519 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
\r
521 glUseProgram(shaderProgramIrradiance);
\r
523 if (options.freecam)
\r
524 view = freeCam.getViewMatrix();
\r
526 view = arcCam.getViewMatrix();
\r
528 glUniformMatrix4fv(
\r
529 glGetUniformLocation(shaderProgramIrradiance, "model"),
\r
530 1, GL_FALSE, glm::value_ptr(model));
\r
531 glUniformMatrix4fv(
\r
532 glGetUniformLocation(shaderProgramIrradiance, "view"),
\r
533 1, GL_FALSE, glm::value_ptr(view));
\r
534 glUniformMatrix4fv(
\r
535 glGetUniformLocation(shaderProgramIrradiance, "projection"),
\r
536 1, GL_FALSE, glm::value_ptr(proj));
\r
539 glGetUniformLocation(shaderProgramIrradiance, "objectColor"),
\r
542 glGetUniformLocation(shaderProgramIrradiance, "lightColor"),
\r
545 glGetUniformLocation(shaderProgramIrradiance, "lightPos"),
\r
546 1, glm::value_ptr(lightPos));
\r
548 glGetUniformLocation(shaderProgramIrradiance, "viewPos"),
\r
549 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
\r
551 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0);
\r
552 glActiveTexture(GL_TEXTURE0 + 0);
\r
553 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
\r
557 // Render fbo to screen
\r
559 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
\r
561 glBindFramebuffer(GL_FRAMEBUFFER, 0);
\r
562 glDisable(GL_DEPTH_TEST);
\r
563 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
\r
564 glClear(GL_COLOR_BUFFER_BIT);
\r
565 glUseProgram(fb_irradiance.screenShaderProgram);
\r
567 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x);
\r
568 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y);
\r
569 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState);
\r
570 glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions);
\r
571 glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights);
\r
573 glBindVertexArray(fb_irradiance.screenVAO);
\r
574 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);
\r
575 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1);
\r
576 glActiveTexture(GL_TEXTURE0 + 0);
\r
577 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
\r
578 glActiveTexture(GL_TEXTURE0 + 1);
\r
579 glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
\r
580 glDrawArrays(GL_TRIANGLES, 0, 6);
\r
581 glBindVertexArray(0);
\r
583 ImGui::SFML::Update(window, deltaClock.restart());
\r
585 ImGui::Begin("Options");
\r
586 ImGui::Checkbox("Wireframe", &options.wireframe);
\r
587 ImGui::Checkbox("Free Cam", &options.freecam);
\r
588 ImGui::InputInt("Render State", &options.renderState);
\r
589 ImGui::InputFloat3("Color", options.color, 2);
\r
590 if (options.freecam) {
\r
591 ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);
\r
592 ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);
\r
593 if (ImGui::Button("Reset")) {
\r
594 freeCam.pos = glm::vec3(0, 0, -1);
\r
595 freeCam.rot = glm::vec2(0);
\r
598 ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);
\r
599 ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);
\r
600 if (ImGui::Button("Reset")) {
\r
601 arcCam.rot = glm::vec2(0);
\r
607 ImGui::SFML::Render(window);
\r