Exemplo n.º 1
0
static void
gst_gl_bumper_reset (GstGLFilter * filter)
{
  GstGLBumper *bumper_filter = GST_GL_BUMPER (filter);

  //blocking call, wait the opengl thread has destroyed the shader
  gst_gl_display_del_shader (filter->display, bumper_filter->shader);
}
Exemplo n.º 2
0
static gboolean
gst_gl_bumper_init_shader (GstGLFilter * filter)
{
  GstGLBumper *bumper = GST_GL_BUMPER (filter);

  //blocking call, wait the opengl thread has compiled the shader
  return gst_gl_context_gen_shader (filter->context, bumper_v_src, bumper_f_src,
      &bumper->shader);
}
Exemplo n.º 3
0
static void
gst_gl_bumper_reset (GstGLFilter * filter)
{
  GstGLBumper *bumper_filter = GST_GL_BUMPER (filter);

  //blocking call, wait the opengl thread has destroyed the shader
  if (bumper_filter->shader)
    gst_gl_context_del_shader (filter->context, bumper_filter->shader);
  bumper_filter->shader = NULL;
}
Exemplo n.º 4
0
//Called in the gl thread
static void
gst_gl_bumper_reset_resources (GstGLFilter * filter)
{
  GstGLBumper *bumper = GST_GL_BUMPER (filter);

  if (bumper->bumpmap) {
    glDeleteTextures (1, &bumper->bumpmap);
    bumper->bumpmap = 0;
  }
}
Exemplo n.º 5
0
static void
gst_gl_bumper_get_property (GObject * object, guint prop_id,
    GValue * value, GParamSpec * pspec)
{
  GstGLBumper *bumper = GST_GL_BUMPER (object);

  switch (prop_id) {
    case PROP_LOCATION:
      g_value_set_string (value, bumper->location);
      break;
    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
  }
}
Exemplo n.º 6
0
static gboolean
gst_gl_bumper_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
    GstGLBuffer * outbuf)
{
  gpointer bumper_filter = GST_GL_BUMPER (filter);

  //blocking call, use a FBO
  gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
      filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_bumper_callback,
      inbuf->width, inbuf->height, inbuf->texture,
      //bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
      45, (gdouble) filter->width / (gdouble) filter->height, 0.1, 50,
      GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, bumper_filter);

  return TRUE;
}
Exemplo n.º 7
0
static gboolean
gst_gl_bumper_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex)
{
  gpointer bumper_filter = GST_GL_BUMPER (filter);

  //blocking call, use a FBO
  gst_gl_context_use_fbo (filter->context,
      GST_VIDEO_INFO_WIDTH (&filter->out_info),
      GST_VIDEO_INFO_HEIGHT (&filter->out_info),
      filter->fbo, filter->depthbuffer, out_tex, gst_gl_bumper_callback,
      GST_VIDEO_INFO_WIDTH (&filter->in_info),
      GST_VIDEO_INFO_HEIGHT (&filter->in_info),
      in_tex, 45,
      (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
      (gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0.1, 50,
      GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, bumper_filter);

  return TRUE;
}
Exemplo n.º 8
0
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff)
{
  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

  GstGLFuncs *gl;
  GstGLBumper *bumper = GST_GL_BUMPER (stuff);
  GstGLContext *context = GST_GL_FILTER (bumper)->context;
  GLint locTangent = 0;

  //choose the lights
  GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x
  GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 };        // light goes along x
  GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
  GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 };
  GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };

/* *INDENT-OFF* */
  MeshData mesh[] = {
   /* |     Vertex      |     Normal      |TexCoord0|TexCoord1|  VertexAttrib  | */
/*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},
/*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},
/*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},
      {-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},
/*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},
/*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},
/*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},
      {-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},
/*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 (xrot, 1.0f, 0.0f, 0.0f);
  gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
  gl->Rotatef (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);

  xrot += 1.0f;
  yrot += 0.9f;
  zrot += 0.6f;
}
Exemplo n.º 9
0
//Called in the gl thread
static void
gst_gl_bumper_init_resources (GstGLFilter * filter)
{
  GstGLBumper *bumper = GST_GL_BUMPER (filter);
  GstGLContext *context = filter->context;
  const GstGLFuncs *gl = context->gl_vtable;

  png_structp png_ptr;
  png_infop info_ptr;
  png_uint_32 width = 0;
  png_uint_32 height = 0;
  gint bit_depth = 0;
  gint color_type = 0;
  gint interlace_type = 0;
  png_FILE_p fp = NULL;
  guint y = 0;
  guchar *raw_data = NULL;
  guchar **rows = NULL;
  png_byte magic[8];
  gint n_read;

  if (!bumper->location) {
    gst_gl_context_set_error (context, "A filename is required");
    return;
  }

  /* BEGIN load png image file */

  if ((fp = fopen (bumper->location, "rb")) == NULL)
    LOAD_ERROR (context, "file not found");

  /* Read magic number */
  n_read = fread (magic, 1, sizeof (magic), fp);
  if (n_read != sizeof (magic)) {
    fclose (fp);
    LOAD_ERROR (context, "can't read PNG magic number");
  }

  /* Check for valid magic number */
  if (png_sig_cmp (magic, 0, sizeof (magic))) {
    fclose (fp);
    LOAD_ERROR (context, "not a valid PNG image");
  }

  png_ptr = png_create_read_struct (PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);

  if (png_ptr == NULL) {
    fclose (fp);
    LOAD_ERROR (context, "failed to initialize the png_struct");
  }

  png_set_error_fn (png_ptr, NULL, NULL, user_warning_fn);

  info_ptr = png_create_info_struct (png_ptr);
  if (info_ptr == NULL) {
    fclose (fp);
    png_destroy_read_struct (&png_ptr, png_infopp_NULL, png_infopp_NULL);
    LOAD_ERROR (context,
        "failed to initialize the memory for image information");
  }

  png_init_io (png_ptr, fp);

  png_set_sig_bytes (png_ptr, sizeof (magic));

  png_read_info (png_ptr, info_ptr);

  png_get_IHDR (png_ptr, info_ptr, &width, &height, &bit_depth, &color_type,
      &interlace_type, int_p_NULL, int_p_NULL);

  if (color_type != PNG_COLOR_TYPE_RGB) {
    fclose (fp);
    png_destroy_read_struct (&png_ptr, png_infopp_NULL, png_infopp_NULL);
    LOAD_ERROR (context, "color type is not rgb");
  }

  raw_data = (guchar *) malloc (sizeof (guchar) * width * height * 3);

  rows = (guchar **) malloc (sizeof (guchar *) * height);

  for (y = 0; y < height; ++y)
    rows[y] = (guchar *) (raw_data + y * width * 3);

  png_read_image (png_ptr, rows);

  free (rows);

  png_read_end (png_ptr, info_ptr);
  png_destroy_read_struct (&png_ptr, &info_ptr, png_infopp_NULL);
  fclose (fp);

  /* END load png image file */

  bumper->bumpmap_width = width;
  bumper->bumpmap_height = height;

  gl->GenTextures (1, &bumper->bumpmap);
  gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap);
  gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
      bumper->bumpmap_width, bumper->bumpmap_height, 0,
      GL_RGB, GL_UNSIGNED_BYTE, raw_data);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

  free (raw_data);
}
Exemplo n.º 10
0
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff)
{
  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

  GstGLBumper *bumper = GST_GL_BUMPER (stuff);
  GLint locTangent = 0;

  //choose the lights
  GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x
  GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 };        // light goes along x
  GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
  GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 };
  GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };

  //eye point
  glMatrixMode (GL_PROJECTION);
  gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  glMatrixMode (GL_MODELVIEW);

  //scene conf
  glEnable (GL_DEPTH_TEST);
  glDepthFunc (GL_LEQUAL);
  glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glShadeModel (GL_SMOOTH);

  //set the lights
  glLightfv (GL_LIGHT0, GL_POSITION, light_direction0);
  glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
  glLightfv (GL_LIGHT1, GL_POSITION, light_direction1);
  glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
  glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
  glEnable (GL_COLOR_MATERIAL);
  glEnable (GL_LIGHTING);
  glEnable (GL_LIGHT0);
  glEnable (GL_LIGHT1);

  //configure shader
  gst_gl_shader_use (bumper->shader);
  locTangent =
      gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");

  //set the normal map
  glActiveTextureARB (GL_TEXTURE1_ARB);
  gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);

  //set the video texture
  glActiveTextureARB (GL_TEXTURE0_ARB);
  gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);

  //glTranslatef(2.0f, 2.0f, 5.0f);

  glRotatef (xrot, 1.0f, 0.0f, 0.0f);
  glRotatef (yrot, 0.0f, 1.0f, 0.0f);
  glRotatef (zrot, 0.0f, 0.0f, 1.0f);

  //Cube
  glBegin (GL_QUADS);

  // front face
  glNormal3d (0.0, 0.0, -1.0);
  glVertexAttrib3dARB (locTangent, 0.0, 1.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, 0.0);
  glVertex3d (1.0, 1.0, -1.0);  // B
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
  glVertex3d (1.0, -1.0, -1.0); // A
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width,
      bumper->bumpmap_height);
  glVertex3d (-1.0, -1.0, -1.0);        // D
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
  glVertex3d (-1.0, 1.0, -1.0); // C

  // right face
  glNormal3d (-1.0, 0.0, 0.0);
  glVertexAttrib3dARB (locTangent, 0.0, 1.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, 0.0);
  glVertex3d (-1.0, 1.0, -1.0); // C
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
  glVertex3d (-1.0, -1.0, -1.0);        // D
  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);  // G

  // back face
  glNormal3d (0.0, 0.0, 1.0);
  glVertexAttrib3dARB (locTangent, 0.0, 1.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, 0.0);
  glVertex3d (-1.0, 1.0, 1.0);  // G
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, 0.0, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
  glVertex3d (-1.0, -1.0, 1.0); // H
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width,
      bumper->bumpmap_height);
  glVertex3d (1.0, -1.0, 1.0);  // E
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
  glVertex3d (1.0, 1.0, 1.0);   // F

  // left face
  glNormal3d (1.0, 0.0, 0.0);
  glVertexAttrib3dARB (locTangent, 0.0, 1.0, 0.0);
  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);  // E
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, height);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width,
      bumper->bumpmap_height);
  glVertex3d (1.0, -1.0, -1.0); // A
  glMultiTexCoord2dARB (GL_TEXTURE0_ARB, width, 0.0);
  glMultiTexCoord2dARB (GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
  glVertex3d (1.0, 1.0, -1.0);  // B

  // 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;
}