void ShaderExplodeSmoothVolumes::setAmbiant(const Geom::Vec4f& ambiant)
{
	m_ambiant = ambiant;
	bind();
	glUniform4fv(*m_unif_ambiant,1, ambiant.data());
	unbind();
}
void ShaderExplodeSmoothVolumes::setClippingPlane(const Geom::Vec4f& plane)
{
	m_plane = plane;
	bind();
	glUniform4fv(*m_unif_plane,1, plane.data());
	unbind();
}
예제 #3
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void ShaderPhong::setSpecular(const Geom::Vec4f& specular)
{
    bind();
    glUniform4fv(*m_unif_specular,1,specular.data());
    m_specular = specular;
    unbind();
}
예제 #4
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void ShaderPhong::setBackColor(const Geom::Vec4f& back)
{
    bind();
    glUniform4fv(*m_unif_backColor,1, back.data());
    m_backColor = back;
    unbind();
}
예제 #5
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void ShaderPhong::setAmbiant(const Geom::Vec4f& ambiant)
{
    bind();
    glUniform4fv(*m_unif_ambiant,1, ambiant.data());
    m_ambiant = ambiant;
    unbind();
}
예제 #6
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void ShaderPhong::setDiffuse(const Geom::Vec4f& diffuse)
{
    bind();
    glUniform4fv(*m_unif_diffuse,1, diffuse.data());
    m_diffuse = diffuse;
    unbind();
}
예제 #7
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void ShaderExplodeVolumesLines::setColor(const Geom::Vec4f& color)
{
	m_color = color;
	bind();
	glUniform4fv(*m_unif_color,1, color.data());
	unbind();
}
예제 #8
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void ShaderPhong::setClippingPlane(const Geom::Vec4f& plane)
{
    if (*m_unif_planeClip > 0)
    {
        m_planeClip = plane;
        bind();
        glUniform4fv(*m_unif_planeClip, 1, plane.data());
        unbind();
    }
}
예제 #9
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void ShaderExplodeVolumesLines::setParams(float explV, const Geom::Vec4f& color, const Geom::Vec4f& plane)
{
	m_explodeV = explV;
	m_color = color;
	m_plane = plane;

	bind();

	glUniform1f(*m_unif_explodeV, explV);
	glUniform4fv(*m_unif_color, 1, color.data());
	glUniform4fv(*m_unif_plane,    1, m_plane.data());

	unbind();
}
void ShaderExplodeSmoothVolumes::setParams(float explV, float explF, const Geom::Vec4f& ambiant, const Geom::Vec3f& lightPos, const Geom::Vec4f& plane)
{
	bind();
	m_explodeV = explV;
	glUniform1f(*m_unif_explodeV, explV);
	m_explodeF = explF;
	glUniform1f(*m_unif_explodeF, explF);
	m_ambiant = ambiant;
	glUniform4fv(*m_unif_ambiant, 1, ambiant.data());
	m_light_pos = lightPos;
	glUniform3fv(*m_unif_lightPos, 1, lightPos.data());

	m_plane = plane;
	glUniform4fv(*m_unif_plane,    1, m_plane.data());

	unbind();
}
예제 #11
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void ShaderExplodeVolumesAlpha::setAmbient(const Geom::Vec4f& ambient)
{
	m_ambient = ambient;
	bind();
	glUniform4fv(*m_unif_ambient,1, ambient.data());
}
예제 #12
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void ShaderExplodeVolumesAlpha::setBackColor(const Geom::Vec4f& backColor)
{
	m_backColor = backColor;
	bind();
	glUniform4fv(*m_unif_backColor, 1, backColor.data());
}
예제 #13
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void ShaderSimpleColor::setColor(const Geom::Vec4f& color)
{
	m_color = color;
	bind();
	glUniform4fv(*m_unif_color, 1, color.data());
}