#include "client/rendering/Renderer.h" Renderer::Renderer(Shader& shader, MatrixStack& stack) : shader(shader), stack(stack) { } void Renderer::pop() { stack.pop(); } void Renderer::push() { stack.push(); } Renderer& Renderer::update() { shader.setMatrix("model", stack.get().getValues()); return *this; } Renderer& Renderer::scale(float sx, float sy, float sz) { stack.get().scale(sx, sy, sz); return *this; } Renderer& Renderer::scale(float s) { stack.get().scale(s); return *this; } Renderer& Renderer::translate(float tx, float ty, float tz) { stack.get().translate(tx, ty, tz); return *this; } Renderer& Renderer::translateX(float tx) { stack.get().translateX(tx); return *this; } Renderer& Renderer::translateY(float ty) { stack.get().translateY(ty); return *this; } Renderer& Renderer::translateZ(float tz) { stack.get().translateZ(tz); return *this; } Renderer& Renderer::translateTo(float tx, float ty, float tz) { stack.get().translateTo(tx, ty, tz); return *this; } Renderer& Renderer::rotateX(float degrees) { stack.get().rotateX(degrees); return *this; } Renderer& Renderer::rotateY(float degrees) { stack.get().rotateY(degrees); return *this; } Renderer& Renderer::rotateZ(float degrees) { stack.get().rotateZ(degrees); return *this; }