void HardHat::setModel() { safe_glUniformMatrix4fv(cshader.h_uModelMatrix, glm::value_ptr(modelTrans.modelViewMatrix)); }
/* set the Model transform to the identity */ void SetModelI() { glm::mat4 tmp = glm::mat4(1.0f); safe_glUniformMatrix4fv(h_uModelMatrix, glm::value_ptr(tmp)); }
/* 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; }
/* 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)); }