Commit 80fef77f authored by Sylvain Thery's avatar Sylvain Thery

add dll support to shader_radiance

parent 0390e0f1
...@@ -30,13 +30,15 @@ ...@@ -30,13 +30,15 @@
#include "Utils/textures.h" #include "Utils/textures.h"
#include "Geometry/vector_gen.h" #include "Geometry/vector_gen.h"
#include "Utils/dll.h"
namespace CGoGN namespace CGoGN
{ {
namespace Utils namespace Utils
{ {
class ShaderRadiancePerVertex : public ClippingShader class CGoGN_UTILS_API ShaderRadiancePerVertex : public ClippingShader
{ {
protected: protected:
// shader sources // shader sources
...@@ -74,7 +76,7 @@ public: ...@@ -74,7 +76,7 @@ public:
void compile(); void compile();
void setCamera(Geom::Vec3f& camera); void setCamera(const Geom::Vec3f& camera);
void setFragInterp(bool fraginterp); void setFragInterp(bool fraginterp);
bool getFragInterp() { return m_fragInterp; } bool getFragInterp() { return m_fragInterp; }
......
...@@ -21,6 +21,7 @@ ...@@ -21,6 +21,7 @@
* Contact information: cgogn@unistra.fr * * Contact information: cgogn@unistra.fr *
* * * *
*******************************************************************************/ *******************************************************************************/
#define CGoGN_UTILS_DLL_EXPORT 1
#include "Utils/Shaders/shaderRadiancePerVertex.h" #include "Utils/Shaders/shaderRadiancePerVertex.h"
...@@ -134,7 +135,7 @@ void ShaderRadiancePerVertex::compile() ...@@ -134,7 +135,7 @@ void ShaderRadiancePerVertex::compile()
unbind(); unbind();
} }
void ShaderRadiancePerVertex::setCamera(Geom::Vec3f& camera) void ShaderRadiancePerVertex::setCamera(const Geom::Vec3f& camera)
{ {
m_camera = camera; m_camera = camera;
bind(); bind();
......
...@@ -64,7 +64,7 @@ void Surface_Radiance_Plugin::drawMap(View* view, MapHandlerGen* map) ...@@ -64,7 +64,7 @@ void Surface_Radiance_Plugin::drawMap(View* view, MapHandlerGen* map)
qglviewer::Vec c = view->getCurrentCamera()->position(); qglviewer::Vec c = view->getCurrentCamera()->position();
PFP2::VEC3 camera(c.x, c.y, c.z); PFP2::VEC3 camera(c.x, c.y, c.z);
p.radiancePerVertexShader->setCamera(camera); p.radiancePerVertexShader->setCamera(Geom::Vec3f(camera[0], camera[1], camera[2])); // convert to Vec3f because PFP2 can hold Vec3d !
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_FILL);
......
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