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); }
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); }
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; }
//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; } }
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; } }
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; }
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; }
//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; }
//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); }
//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; }