42 LOGE(
"Could not create program.");
64 LOGE(
"Please set up vertices first!");
79 LOGE(
"Mesh::IsIntersecting, bounding box is not available.");
91 glm::mat4 mvp_mat = projection_mat * mv_mat;
std::string GetBasicFragmentShader()
std::vector< GLfloat > vertices_
GLuint CreateProgram(const char *vertex_source, const char *fragment_source)
GLM_FUNC_DECL genType::value_type const * value_ptr(genType const &vec)
GLM_FUNC_DECL genType normalize(genType const &x)
GLuint uniform_light_vec_
bool IsIntersecting(const Segment &segment, const glm::quat &rotation, const glm::mat4 &transformation)
void SetLightDirection(const glm::vec3 &light_direction)
void glUniformMatrix4fv(GLuint, int, int, float *)
void Render(const glm::mat4 &projection_mat, const glm::mat4 &view_mat) const
std::vector< GLfloat > normals_
std::vector< GLushort > indices_
BoundingBox * bounding_box_
glm::vec3 light_direction_
bool IsIntersecting(const Segment &segment)
std::string GetShadedVertexShader()