glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
}
+void DirectionalLighting::SetProjection(const glm::mat4 &p) {
+ projection = p;
+ vp = p * view;
+}
+
+void DirectionalLighting::SetView(const glm::mat4 &v) {
+ view = v;
+ vp = projection * v;
+}
+
void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
+ projection = p;
+ view = v;
vp = p * v;
}