diff --git a/include/Utils/shaderPhong.h b/include/Utils/shaderPhong.h index 7d5654c604c767cd8016544bff13e9e9ec486fc7..a6e3f54e21bf1e9dda7df34ea3000614ede6c9ff 100644 --- a/include/Utils/shaderPhong.h +++ b/include/Utils/shaderPhong.h @@ -22,8 +22,8 @@ * * *******************************************************************************/ -#ifndef __CGOGN_SHADER_PHONG3_ -#define __CGOGN_SHADER_PHONG3_ +#ifndef __CGOGN_SHADER_PHONG_ +#define __CGOGN_SHADER_PHONG_ #include "Utils/GLSLShader3.h" #include "Geometry/vector_gen.h" @@ -35,7 +35,7 @@ namespace CGoGN namespace Utils { -class ShaderPhong3 : public GLSLShader3 +class ShaderPhong : public GLSLShader { protected: // flag color per vertex or not @@ -67,7 +67,7 @@ protected: void sendParams(); public: - ShaderPhong3(); + ShaderPhong(); // inviduals parameter setting functions void setAmbiant(const Geom::Vec4f& ambiant); diff --git a/src/Utils/shaderPhong.cpp b/src/Utils/shaderPhong.cpp index 06d482409c34ad4c5a481a0d4565ab024377dcc3..9d65dadb5818b2c6e6516e2f60b42b7848f8836f 100644 --- a/src/Utils/shaderPhong.cpp +++ b/src/Utils/shaderPhong.cpp @@ -33,7 +33,7 @@ namespace CGoGN namespace Utils { -std::string ShaderPhong3::vertexShaderText = +std::string ShaderPhong::vertexShaderText = "ATTRIBUTE vec3 VertexPosition, VertexNormal;\n" "#ifdef WITH_COLOR\n" "ATTRIBUTE vec3 VertexColor;\n" @@ -60,7 +60,7 @@ std::string ShaderPhong3::vertexShaderText = "}"; -std::string ShaderPhong3::fragmentShaderText = +std::string ShaderPhong::fragmentShaderText = "PRECISON;\n" "VARYING_FRAG vec3 EyeVector, Normal, LightDir;\n" "#ifdef WITH_COLOR\n" @@ -95,7 +95,7 @@ std::string ShaderPhong3::fragmentShaderText = -ShaderPhong3::ShaderPhong3(): +ShaderPhong::ShaderPhong(): m_with_color(false), m_ambiant(Geom::Vec4f(0.05f,0.05f,0.1f,0.0f)), m_diffuse(Geom::Vec4f(0.1f,1.0f,0.1f,0.0f)), @@ -118,7 +118,7 @@ ShaderPhong3::ShaderPhong3(): sendParams(); } -void ShaderPhong3::getLocations() +void ShaderPhong::getLocations() { m_unif_ambiant = glGetUniformLocation(this->program_handler(),"materialAmbient"); m_unif_diffuse = glGetUniformLocation(this->program_handler(),"materialDiffuse"); @@ -127,7 +127,7 @@ void ShaderPhong3::getLocations() m_unif_lightPos = glGetUniformLocation(this->program_handler(),"lightPosition"); } -void ShaderPhong3::sendParams() +void ShaderPhong::sendParams() { glUniform4fv(m_unif_ambiant, 1, m_ambiant.data()); glUniform4fv(m_unif_diffuse, 1, m_diffuse.data()); @@ -136,35 +136,35 @@ void ShaderPhong3::sendParams() glUniform3fv(m_unif_lightPos, 1, m_lightPos.data()); } -void ShaderPhong3::setAmbiant(const Geom::Vec4f& ambiant) +void ShaderPhong::setAmbiant(const Geom::Vec4f& ambiant) { this->bind(); glUniform4fv(m_unif_ambiant,1, ambiant.data()); m_ambiant = ambiant; } -void ShaderPhong3::setDiffuse(const Geom::Vec4f& diffuse) +void ShaderPhong::setDiffuse(const Geom::Vec4f& diffuse) { this->bind(); glUniform4fv(m_unif_diffuse,1, diffuse.data()); m_diffuse = diffuse; } -void ShaderPhong3::setSpecular(const Geom::Vec4f& specular) +void ShaderPhong::setSpecular(const Geom::Vec4f& specular) { this->bind(); glUniform4fv(m_unif_specular,1,specular.data()); m_specular = specular; } -void ShaderPhong3::setShininess(float shininess) +void ShaderPhong::setShininess(float shininess) { this->bind(); glUniform1f (m_unif_shininess, shininess); m_shininess = shininess; } -void ShaderPhong3::setLightPosition( Geom::Vec3f lightPos) +void ShaderPhong::setLightPosition( Geom::Vec3f lightPos) { this->bind(); glUniform3fv(m_unif_lightPos,1,lightPos.data()); @@ -172,7 +172,7 @@ void ShaderPhong3::setLightPosition( Geom::Vec3f lightPos) } -void ShaderPhong3::setParams(const Geom::Vec4f& ambiant, const Geom::Vec4f& diffuse, const Geom::Vec4f& specular, float shininess, const Geom::Vec3f& lightPos) +void ShaderPhong::setParams(const Geom::Vec4f& ambiant, const Geom::Vec4f& diffuse, const Geom::Vec4f& specular, float shininess, const Geom::Vec3f& lightPos) { m_ambiant = ambiant; m_diffuse = diffuse; @@ -185,7 +185,7 @@ void ShaderPhong3::setParams(const Geom::Vec4f& ambiant, const Geom::Vec4f& diff } -void ShaderPhong3::setAttributeColor(VBO& vbo) +void ShaderPhong::setAttributeColor(VBO& vbo) { if (!m_with_color) { @@ -209,7 +209,7 @@ void ShaderPhong3::setAttributeColor(VBO& vbo) } -void ShaderPhong3::unsetAttributeColor() +void ShaderPhong::unsetAttributeColor() { if (m_with_color) {