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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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549 lines
18 KiB
C
549 lines
18 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
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* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-glbumper
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* @title: glbumper
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*
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* Bump mapping using the normal method.
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*
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* ## Examples
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* |[
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* gst-launch-1.0 -v videotestsrc ! glupload ! glbumper location=normalmap.bmp ! glimagesink
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* ]| A pipeline to test normal mapping.
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <stdlib.h>
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#include <png.h>
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#include "gstglelements.h"
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#include "gstglbumper.h"
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#if PNG_LIBPNG_VER >= 10400
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#define int_p_NULL NULL
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#define png_infopp_NULL NULL
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#endif
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#define GST_CAT_DEFAULT gst_gl_bumper_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0,
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PROP_LOCATION
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_bumper_debug, "glbumper", 0, "glbumper element");
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G_DEFINE_TYPE_WITH_CODE (GstGLBumper, gst_gl_bumper, GST_TYPE_GL_FILTER,
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DEBUG_INIT);
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GST_ELEMENT_REGISTER_DEFINE_WITH_CODE (glbumper, "glbumper",
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GST_RANK_NONE, GST_TYPE_GL_BUMPER, gl_element_init (plugin));
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static void gst_gl_bumper_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_bumper_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_bumper_reset (GstGLFilter * filter);
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static gboolean gst_gl_bumper_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_bumper_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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static void gst_gl_bumper_callback (gint width, gint height, guint texture,
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gpointer stuff);
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//vertex source
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static const gchar *bumper_v_src =
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"attribute vec3 aTangent;\n"
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"\n"
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"varying vec3 vNormal;\n"
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"varying vec3 vTangent;\n"
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"varying vec3 vVertexToLight0;\n"
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"varying vec3 vVertexToLight1;\n"
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"\n"
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"void main()\n"
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"{\n"
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" // transform the vertex\n"
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" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n"
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"\n"
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" // transform the normal and the tangent to scene coords\n"
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" vNormal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" vTangent = normalize(gl_NormalMatrix * aTangent);\n"
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"\n"
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" // transforming the vertex position to modelview-space\n"
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" //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;\n"
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"\n"
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" // calculate the vector from the vertex position to the light position\n"
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" vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;\n"
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" vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;\n"
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"\n"
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" // transit vertex color\n"
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" gl_FrontColor = gl_BackColor = gl_Color;\n"
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"\n"
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" // use the two first sets of texture coordinates in the fragment shader\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" gl_TexCoord[1] = gl_MultiTexCoord1;\n" "}\n";
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//fragment source
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static const gchar *bumper_f_src =
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"uniform sampler2D texture0;\n"
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"uniform sampler2D texture1;\n"
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"\n"
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"varying vec3 vNormal;\n"
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"varying vec3 vTangent;\n"
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"varying vec3 vVertexToLight0;\n"
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"varying vec3 vVertexToLight1;\n"
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"\n"
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"void main()\n"
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"{\n"
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" // get the color of the textures\n"
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" vec4 textureColor = texture2D(texture0, gl_TexCoord[0].st);\n"
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" vec3 normalmapItem = texture2D(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0;\n"
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"\n"
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" // calculate matrix that transform from tangent space to normalmap space (contrary of intuition)\n"
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" vec3 binormal = cross(vNormal, vTangent);\n"
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" mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal);\n"
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"\n"
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" // disturb the normal\n"
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" vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem;\n"
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"\n"
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" // calculate the diffuse term and clamping it to [0;1]\n"
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" float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0);\n"
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" float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0);\n"
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"\n"
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" vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb);\n"
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"\n"
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" // calculate the final color\n"
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" gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w);\n"
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"}\n";
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#define LOAD_ERROR(context, msg) { gst_gl_context_set_error (context, "unable to load %s: %s", bumper->location, msg); return; }
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//png reading error handler
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static void
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user_warning_fn (png_structp png_ptr, png_const_charp warning_msg)
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{
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g_warning ("%s\n", warning_msg);
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}
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//Called in the gl thread
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static void
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gst_gl_bumper_init_resources (GstGLFilter * filter)
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{
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GstGLBumper *bumper = GST_GL_BUMPER (filter);
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GstGLContext *context = filter->context;
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const GstGLFuncs *gl = context->gl_vtable;
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png_structp png_ptr;
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png_infop info_ptr;
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png_uint_32 width = 0;
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png_uint_32 height = 0;
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gint bit_depth = 0;
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gint color_type = 0;
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gint interlace_type = 0;
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png_FILE_p fp = NULL;
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guint y = 0;
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guchar *raw_data = NULL;
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guchar **rows = NULL;
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png_byte magic[8];
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gint n_read;
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if (!bumper->location) {
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gst_gl_context_set_error (context, "A filename is required");
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return;
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}
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/* BEGIN load png image file */
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if ((fp = fopen (bumper->location, "rb")) == NULL)
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LOAD_ERROR (context, "file not found");
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/* Read magic number */
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n_read = fread (magic, 1, sizeof (magic), fp);
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if (n_read != sizeof (magic)) {
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fclose (fp);
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LOAD_ERROR (context, "can't read PNG magic number");
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}
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/* Check for valid magic number */
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if (png_sig_cmp (magic, 0, sizeof (magic))) {
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fclose (fp);
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LOAD_ERROR (context, "not a valid PNG image");
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}
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png_ptr = png_create_read_struct (PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
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if (png_ptr == NULL) {
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fclose (fp);
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LOAD_ERROR (context, "failed to initialize the png_struct");
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}
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png_set_error_fn (png_ptr, NULL, NULL, user_warning_fn);
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info_ptr = png_create_info_struct (png_ptr);
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if (info_ptr == NULL) {
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fclose (fp);
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png_destroy_read_struct (&png_ptr, png_infopp_NULL, png_infopp_NULL);
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LOAD_ERROR (context,
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"failed to initialize the memory for image information");
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}
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png_init_io (png_ptr, fp);
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png_set_sig_bytes (png_ptr, sizeof (magic));
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png_read_info (png_ptr, info_ptr);
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png_get_IHDR (png_ptr, info_ptr, &width, &height, &bit_depth, &color_type,
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&interlace_type, int_p_NULL, int_p_NULL);
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if (color_type != PNG_COLOR_TYPE_RGB) {
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fclose (fp);
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png_destroy_read_struct (&png_ptr, png_infopp_NULL, png_infopp_NULL);
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LOAD_ERROR (context, "color type is not rgb");
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}
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raw_data = (guchar *) malloc (sizeof (guchar) * width * height * 3);
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rows = (guchar **) malloc (sizeof (guchar *) * height);
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for (y = 0; y < height; ++y)
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rows[y] = (guchar *) (raw_data + y * width * 3);
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png_read_image (png_ptr, rows);
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free (rows);
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png_read_end (png_ptr, info_ptr);
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png_destroy_read_struct (&png_ptr, &info_ptr, png_infopp_NULL);
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fclose (fp);
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/* END load png image file */
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bumper->bumpmap_width = width;
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bumper->bumpmap_height = height;
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gl->GenTextures (1, &bumper->bumpmap);
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gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap);
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gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
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bumper->bumpmap_width, bumper->bumpmap_height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, raw_data);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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free (raw_data);
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}
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//Called in the gl thread
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static void
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gst_gl_bumper_reset_resources (GstGLFilter * filter)
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{
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GstGLBumper *bumper = GST_GL_BUMPER (filter);
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if (bumper->bumpmap) {
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glDeleteTextures (1, &bumper->bumpmap);
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bumper->bumpmap = 0;
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}
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}
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static void
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gst_gl_bumper_class_init (GstGLBumperClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->set_property = gst_gl_bumper_set_property;
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gobject_class->get_property = gst_gl_bumper_get_property;
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gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
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GST_GL_FILTER_CLASS (klass)->filter_texture = gst_gl_bumper_filter_texture;
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GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_bumper_init_resources;
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GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_bumper_reset_resources;
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GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_bumper_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_bumper_reset;
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g_object_class_install_property (gobject_class,
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PROP_LOCATION, g_param_spec_string ("location",
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"Normal map location",
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"Normal map location", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class, "OpenGL bumper filter",
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"Filter/Effect/Video", "Bump mapping filter",
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"Cyril Comparon <cyril.comparon@gmail.com>, "
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"Julien Isorce <julien.isorce@gmail.com>");
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
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}
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static void
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gst_gl_bumper_init (GstGLBumper * bumper)
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{
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bumper->shader = NULL;
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bumper->bumpmap = 0;
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bumper->bumpmap_width = 0;
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bumper->bumpmap_height = 0;
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bumper->location = NULL;
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}
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static void
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gst_gl_bumper_reset (GstGLFilter * filter)
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{
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GstGLBumper *bumper_filter = GST_GL_BUMPER (filter);
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//blocking call, wait the opengl thread has destroyed the shader
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if (bumper_filter->shader)
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gst_gl_context_del_shader (filter->context, bumper_filter->shader);
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bumper_filter->shader = NULL;
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bumper_filter->xrot = 0.0;
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bumper_filter->yrot = 0.0;
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bumper_filter->zrot = 0.0;
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}
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static void
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gst_gl_bumper_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLBumper *bumper = GST_GL_BUMPER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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g_free (bumper->location);
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bumper->location = g_value_dup_string (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_bumper_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLBumper *bumper = GST_GL_BUMPER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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g_value_set_string (value, bumper->location);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static gboolean
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gst_gl_bumper_init_shader (GstGLFilter * filter)
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{
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GstGLBumper *bumper = GST_GL_BUMPER (filter);
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//blocking call, wait the opengl thread has compiled the shader
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return gst_gl_context_gen_shader (filter->context, bumper_v_src, bumper_f_src,
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&bumper->shader);
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}
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static gboolean
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gst_gl_bumper_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex)
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{
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gpointer bumper_filter = GST_GL_BUMPER (filter);
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//blocking call, use a FBO
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gst_gl_context_use_fbo (filter->context,
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info),
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filter->fbo, filter->depthbuffer, out_tex, gst_gl_bumper_callback,
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GST_VIDEO_INFO_WIDTH (&filter->in_info),
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GST_VIDEO_INFO_HEIGHT (&filter->in_info),
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in_tex, 45,
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(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0.1, 50,
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, bumper_filter);
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return TRUE;
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}
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typedef struct _MeshData
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{
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float x, y, z; /* Vertex */
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float nx, ny, nz; /* Normal */
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float s0, t0; /* TexCoord0 */
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float s1, t1; /* TexCoord1 */
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float va0, vb0, vc0; /* VertexAttrib */
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} MeshData;
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLFuncs *gl;
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GstGLBumper *bumper = GST_GL_BUMPER (stuff);
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GstGLContext *context = GST_GL_FILTER (bumper)->context;
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GLint locTangent = 0;
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//choose the lights
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GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x
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GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 }; // light goes along x
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GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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/* *INDENT-OFF* */
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MeshData mesh[] = {
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/* | Vertex | Normal |TexCoord0|TexCoord1| VertexAttrib | */
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/*F*/ { 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
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/*r*/ { 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
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/*o*/ {-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
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{-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
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/*R*/ {-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
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/*i*/ {-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
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/*g*/ {-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
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{-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
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/*B*/ {-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
|
|
/*a*/ {-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
|
|
/*c*/ { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
|
|
{ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
|
|
/*L*/ { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
|
|
/*e*/ { 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
|
|
/*f*/ { 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
|
|
{ 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
|
|
/*T*/ { 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0},
|
|
/*o*/ { 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0},
|
|
/*p*/ {-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0},
|
|
{-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0},
|
|
/*B*/ { 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0},
|
|
/*o*/ { 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0},
|
|
/*t*/ {-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0},
|
|
{-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0},
|
|
};
|
|
|
|
GLushort indices[] = {
|
|
0, 1, 2,
|
|
0, 2, 3,
|
|
4, 5, 6,
|
|
4, 6, 7,
|
|
8, 9, 10,
|
|
8, 10, 11,
|
|
12, 13, 14,
|
|
12, 14, 15,
|
|
16, 17, 18,
|
|
16, 18, 19,
|
|
20, 21, 22,
|
|
20, 22, 23
|
|
};
|
|
|
|
/* *INDENT-ON* */
|
|
|
|
gl = GST_GL_FILTER (bumper)->context->gl_vtable;
|
|
|
|
//eye point
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
|
|
gl->MatrixMode (GL_MODELVIEW);
|
|
|
|
//scene conf
|
|
gl->Enable (GL_DEPTH_TEST);
|
|
gl->DepthFunc (GL_LEQUAL);
|
|
gl->Hint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
gl->ShadeModel (GL_SMOOTH);
|
|
|
|
//set the lights
|
|
gl->Lightfv (GL_LIGHT0, GL_POSITION, light_direction0);
|
|
gl->Lightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
|
|
gl->Lightfv (GL_LIGHT1, GL_POSITION, light_direction1);
|
|
gl->Lightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
|
|
gl->Materialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
|
|
gl->ColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
gl->Enable (GL_COLOR_MATERIAL);
|
|
gl->Enable (GL_LIGHTING);
|
|
gl->Enable (GL_LIGHT0);
|
|
gl->Enable (GL_LIGHT1);
|
|
//configure shader
|
|
gst_gl_shader_use (bumper->shader);
|
|
locTangent =
|
|
gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
|
|
|
|
//set the normal map
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
|
|
gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap);
|
|
|
|
//set the video texture
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gl->Rotatef (bumper->xrot, 1.0f, 0.0f, 0.0f);
|
|
gl->Rotatef (bumper->yrot, 0.0f, 1.0f, 0.0f);
|
|
gl->Rotatef (bumper->zrot, 0.0f, 0.0f, 1.0f);
|
|
|
|
gl->EnableVertexAttribArray (locTangent);
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE0);
|
|
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
gl->EnableClientState (GL_VERTEX_ARRAY);
|
|
gl->EnableClientState (GL_NORMAL_ARRAY);
|
|
|
|
gl->VertexAttribPointer (locTangent, 3, GL_FLOAT, 0, sizeof (MeshData),
|
|
&mesh[0].va0);
|
|
gl->VertexPointer (3, GL_FLOAT, sizeof (MeshData), &mesh[0].x);
|
|
gl->NormalPointer (GL_FLOAT, sizeof (MeshData), &mesh[0].nx);
|
|
gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s0);
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE1);
|
|
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s1);
|
|
|
|
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
|
|
|
|
gl->DisableClientState (GL_VERTEX_ARRAY);
|
|
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
gl->DisableClientState (GL_NORMAL_ARRAY);
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE0);
|
|
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
|
|
gl->DisableVertexAttribArray (locTangent);
|
|
|
|
gst_gl_context_clear_shader (context);
|
|
|
|
gl->Disable (GL_LIGHT0);
|
|
gl->Disable (GL_LIGHT1);
|
|
gl->Disable (GL_LIGHTING);
|
|
gl->Disable (GL_COLOR_MATERIAL);
|
|
|
|
bumper->xrot += 1.0f;
|
|
bumper->yrot += 0.9f;
|
|
bumper->zrot += 0.6f;
|
|
}
|