void setupMatrices()
{
// Set ProjectionMatrix
projectionMatrix = glm::perspective(90.0f, (GLfloat)width / (GLfloat) height, 0.1f, 1000.f);
glBindBuffer(GL_UNIFORM_BUFFER, globalMatricesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projectionMatrix));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Set ModelViewMatrix
glm::mat4 identity = glm::mat4(1.0); // Start with the identity as the transformation matrix
glm::mat4 pointTranslateZ = glm::translate(identity, glm::vec3(0.0f, 0.0f, -translate_z)); // Zoom in or out by translating in z-direction based on user input
glm::mat4 viewRotateX = glm::rotate(pointTranslateZ, rotate_x, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the whole szene in x-direction based on user input
glm::mat4 viewRotateY = glm::rotate(viewRotateX, rotate_y, glm::vec3(0.0f, 1.0f, 0.0f)); // Rotate the whole szene in y-direction based on user input
glm::mat4 pointRotateX = glm::rotate(viewRotateY, -90.0f, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the camera by 90 degrees in negative x-direction to get a frontal look on the szene
glm::mat4 viewTranslate = glm::translate(pointRotateX, glm::vec3(-dimensionX/2.0f, -dimensionY/2.0f, -dimensionZ/2.0f)); // Translate the origin to be the center of the cube
modelViewMatrix = viewTranslate;
glBindBuffer(GL_UNIFORM_BUFFER, globalMatricesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(modelViewMatrix));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}