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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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461 lines
16 KiB
C
461 lines
16 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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:element-glbumper
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*
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* Bump mapping using the normal method.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch -v videotestsrc ! glupload ! glbumper location=normalmap.bmp ! glimagesink
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* ]| A pipeline to test normal mapping.
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* FBO and GLSL are required.
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* </refsect2>
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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 "gstglbumper.h"
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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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static const GstElementDetails element_details =
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GST_ELEMENT_DETAILS ("OpenGL bumper filter",
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"Filter/Effect",
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"Bump mapping filter",
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"Cyril Comparon <cyril.comparon@gmail.com>, Julien Isorce <julien.isorce@gmail.com>");
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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(bla) \
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GST_DEBUG_CATEGORY_INIT (gst_gl_bumper_debug, "glbumper", 0, "glbumper element");
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GST_BOILERPLATE_FULL (GstGLBumper, gst_gl_bumper, GstGLFilter,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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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 void gst_gl_bumper_init_shader (GstGLFilter* filter);
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static gboolean gst_gl_bumper_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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static void gst_gl_bumper_callback (gint width, gint height, guint texture, 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"
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"}\n";
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//fragment source
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static const gchar *bumper_f_src =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect texture0;\n"
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"uniform sampler2DRect 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 = texture2DRect(texture0, gl_TexCoord[0].st);\n"
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" vec3 normalmapItem = texture2DRect(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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//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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GError *error = NULL;
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//GdkPixbuf *pixbuf = NULL;
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bumper->pixbuf = gdk_pixbuf_new_from_file (bumper->location, &error);
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bumper->bumpmap_width = gdk_pixbuf_get_width (bumper->pixbuf);
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bumper->bumpmap_height = gdk_pixbuf_get_height (bumper->pixbuf);
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glGenTextures (1, &bumper->bumpmap);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
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glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
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bumper->bumpmap_width, bumper->bumpmap_height, 0,
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gdk_pixbuf_get_has_alpha (bumper->pixbuf) ? GL_RGBA : GL_RGB,
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GL_UNSIGNED_BYTE, gdk_pixbuf_get_pixels (bumper->pixbuf));
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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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{
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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_base_init (gpointer klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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gst_element_class_set_details (element_class, &element_details);
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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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gobject_class = (GObjectClass *) 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_CLASS (klass)->filter = gst_gl_bumper_filter;
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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)->onInitFBO = 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",
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NULL, G_PARAM_READWRITE));
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}
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static void
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gst_gl_bumper_init (GstGLBumper* bumper,
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GstGLBumperClass* klass)
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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->pixbuf = NULL;
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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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gst_gl_display_del_shader (filter->display, bumper_filter->shader);
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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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{
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case PROP_LOCATION:
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if (bumper->location != NULL)
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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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{
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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 void
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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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gst_gl_display_gen_shader (filter->display, bumper_v_src, bumper_f_src, &bumper->shader);
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}
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static gboolean
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gst_gl_bumper_filter (GstGLFilter* filter, GstGLBuffer* inbuf,
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GstGLBuffer* outbuf)
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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_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_bumper_callback,
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inbuf->width, inbuf->height, inbuf->texture,
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//bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
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45, (gdouble)filter->width/(gdouble)filter->height, 0.1, 50,
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GST_GL_DISPLAY_PROJECTION_PERSPECIVE, bumper_filter);
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return TRUE;
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}
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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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static GLfloat xrot = 0;
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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GstGLBumper* bumper = GST_GL_BUMPER (stuff);
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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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//eye point
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glMatrixMode(GL_PROJECTION);
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gluLookAt(0.0, 0.0, -6.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0);
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glMatrixMode(GL_MODELVIEW);
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//scene conf
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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//set the lights
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glLightfv(GL_LIGHT0, GL_POSITION, light_direction0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
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glLightfv(GL_LIGHT1, GL_POSITION, light_direction1);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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//configure shader
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gst_gl_shader_use (bumper->shader);
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locTangent = gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
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//set the normal map
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glActiveTextureARB (GL_TEXTURE1_ARB);
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gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
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//set the video texture
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glActiveTextureARB (GL_TEXTURE0_ARB);
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gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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//glTranslatef(2.0f, 2.0f, 5.0f);
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glRotatef(xrot,1.0f,0.0f,0.0f);
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glRotatef(yrot,0.0f,1.0f,0.0f);
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glRotatef(zrot,0.0f,0.0f,1.0f);
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//Cube
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glBegin(GL_QUADS);
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// front face
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glNormal3d(0.0, 0.0, -1.0);
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glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex3d( 1.0, 1.0, -1.0); // B
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
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glVertex3d( 1.0, -1.0, -1.0); // A
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
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glVertex3d(-1.0, -1.0, -1.0); // D
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
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glVertex3d(-1.0, 1.0, -1.0); // C
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// right face
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glNormal3d(-1.0, 0.0, 0.0);
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glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex3d(-1.0, 1.0, -1.0); // C
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
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glVertex3d(-1.0, -1.0, -1.0); // D
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
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glVertex3d(-1.0, -1.0, 1.0); // H
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
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glVertex3d(-1.0, 1.0, 1.0); // G
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// back face
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glNormal3d(0.0, 0.0, 1.0);
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glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex3d(-1.0, 1.0, 1.0); // G
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
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glVertex3d(-1.0, -1.0, 1.0); // H
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
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glVertex3d( 1.0, -1.0, 1.0); // E
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
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glVertex3d( 1.0, 1.0, 1.0); // F
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// left face
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glNormal3d(1.0, 0.0, 0.0);
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glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex3d( 1.0, 1.0, 1.0); // F
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glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
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|
glVertex3d( 1.0, -1.0, 1.0); // E
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|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
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|
glVertex3d( 1.0, -1.0, -1.0); // A
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|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
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glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
|
|
glVertex3d( 1.0, 1.0, -1.0); // B
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|
|
|
// top face
|
|
glNormal3d(0.0, 1.0, 0.0);
|
|
glVertexAttrib3dARB(locTangent, 0.0, 0.0, 1.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
|
|
glVertex3d( 1.0, 1.0, 1.0); // F
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
|
|
glVertex3d( 1.0, 1.0, -1.0); // B
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
|
|
glVertex3d(-1.0, 1.0, -1.0); // C
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
|
|
glVertex3d(-1.0, 1.0, 1.0); // G
|
|
|
|
// bottom face
|
|
glNormal3d(0.0, -1.0, 0.0);
|
|
glVertexAttrib3dARB(locTangent, 0.0, 0.0, -1.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
|
|
glVertex3d( 1.0, -1.0, -1.0); // A
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
|
|
glVertex3d( 1.0, -1.0, 1.0); // E
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
|
|
glVertex3d(-1.0, -1.0, 1.0); // H
|
|
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
|
|
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
|
|
glVertex3d(-1.0, -1.0, -1.0); // D
|
|
glEnd();
|
|
|
|
glUseProgram(0);
|
|
glDisable(GL_LIGHT0);
|
|
glDisable(GL_LIGHT1);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
xrot+=1.0f;
|
|
yrot+=0.9f;
|
|
zrot+=1.1f;
|
|
}
|