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(); }
void ShaderPhong::setSpecular(const Geom::Vec4f& specular) { bind(); glUniform4fv(*m_unif_specular,1,specular.data()); m_specular = specular; unbind(); }
void ShaderPhong::setBackColor(const Geom::Vec4f& back) { bind(); glUniform4fv(*m_unif_backColor,1, back.data()); m_backColor = back; unbind(); }
void ShaderPhong::setAmbiant(const Geom::Vec4f& ambiant) { bind(); glUniform4fv(*m_unif_ambiant,1, ambiant.data()); m_ambiant = ambiant; unbind(); }
void ShaderPhong::setDiffuse(const Geom::Vec4f& diffuse) { bind(); glUniform4fv(*m_unif_diffuse,1, diffuse.data()); m_diffuse = diffuse; unbind(); }
void ShaderExplodeVolumesLines::setColor(const Geom::Vec4f& color) { m_color = color; bind(); glUniform4fv(*m_unif_color,1, color.data()); unbind(); }
void ShaderPhong::setClippingPlane(const Geom::Vec4f& plane) { if (*m_unif_planeClip > 0) { m_planeClip = plane; bind(); glUniform4fv(*m_unif_planeClip, 1, plane.data()); unbind(); } }
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(); }
void ShaderExplodeVolumesAlpha::setAmbient(const Geom::Vec4f& ambient) { m_ambient = ambient; bind(); glUniform4fv(*m_unif_ambient,1, ambient.data()); }
void ShaderExplodeVolumesAlpha::setBackColor(const Geom::Vec4f& backColor) { m_backColor = backColor; bind(); glUniform4fv(*m_unif_backColor, 1, backColor.data()); }
void ShaderSimpleColor::setColor(const Geom::Vec4f& color) { m_color = color; bind(); glUniform4fv(*m_unif_color, 1, color.data()); }