Esempio n. 1
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void HardHat::setModel() {
   safe_glUniformMatrix4fv(cshader.h_uModelMatrix, glm::value_ptr(modelTrans.modelViewMatrix)); 
}
Esempio n. 2
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/* set the Model transform to the identity */
void SetModelI() {
  glm::mat4 tmp = glm::mat4(1.0f);
  safe_glUniformMatrix4fv(h_uModelMatrix, glm::value_ptr(tmp));
}
Esempio n. 3
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/* projection matrix  - do not change */
glm::mat4 SetProjectionMatrix() {
    glm::mat4 Projection = glm::perspective(80.0f, (float)g_width/g_height, 0.1f, 500.f);
    safe_glUniformMatrix4fv(h_uProjMatrix, glm::value_ptr(Projection));
    return Projection;
}
Esempio n. 4
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/* camera controls - do not change */
void SetView() {
   glUniform3f(h_uCamPos, eye.x, eye.y, eye.z);
   glm::mat4 View = glm::lookAt(eye, target, up);
   safe_glUniformMatrix4fv(h_uViewMatrix, glm::value_ptr(View));
}