[213/906] forgot to add the bumper files
authorJulien Isorce <julien.isorce@gmail.com>
Sat, 6 Sep 2008 23:23:19 +0000 (01:23 +0200)
committerMatthew Waters <ystreet00@gmail.com>
Sat, 15 Mar 2014 17:36:27 +0000 (18:36 +0100)
gst/gl/gstglbumper.c [new file with mode: 0644]
gst/gl/gstglbumper.h [new file with mode: 0644]

diff --git a/gst/gl/gstglbumper.c b/gst/gl/gstglbumper.c
new file mode 100644 (file)
index 0000000..add2977
--- /dev/null
@@ -0,0 +1,448 @@
+/*
+ * GStreamer
+ * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
+ * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include "gstglbumper.h"
+
+#define GST_CAT_DEFAULT gst_gl_bumper_debug
+GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
+
+static const GstElementDetails element_details =
+  GST_ELEMENT_DETAILS ("OpenGL bumper filter",
+    "Filter/Effect",
+    "Bump mapping filter",
+    "Cyril Comparon <cyril.comparon@gmail.com>, Julien Isorce <julien.isorce@gmail.com>");
+
+enum
+{
+  PROP_0,
+  PROP_LOCATION
+};
+
+#define DEBUG_INIT(bla) \
+  GST_DEBUG_CATEGORY_INIT (gst_gl_bumper_debug, "glbumper", 0, "glbumper element");
+
+GST_BOILERPLATE_FULL (GstGLBumper, gst_gl_bumper, GstGLFilter,
+  GST_TYPE_GL_FILTER, DEBUG_INIT);
+
+static void gst_gl_bumper_set_property (GObject * object, guint prop_id,
+       const GValue * value, GParamSpec * pspec);
+static void gst_gl_bumper_get_property (GObject * object, guint prop_id,
+  GValue * value, GParamSpec * pspec);
+
+static void gst_gl_bumper_reset (GstGLFilter* filter);
+static void gst_gl_bumper_init_shader (GstGLFilter* filter);
+static gboolean gst_gl_bumper_filter (GstGLFilter * filter,
+  GstGLBuffer * inbuf, GstGLBuffer * outbuf);
+static void gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff);
+
+//vertex source
+static const gchar *bumper_v_src =
+  "attribute vec3 aTangent;\n"
+  "\n"
+  "varying vec3 vNormal;\n"
+  "varying vec3 vTangent;\n"
+  "varying vec3 vVertexToLight0;\n"
+  "varying vec3 vVertexToLight1;\n"
+  "\n"
+  "void main()\n"
+  "{\n"
+       "  // transform the vertex\n"
+       "  gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n"
+  "\n"
+       "  // transform the normal and the tangent to scene coords\n"
+       "  vNormal = normalize(gl_NormalMatrix * gl_Normal);\n"
+       "  vTangent = normalize(gl_NormalMatrix * aTangent);\n"
+  "\n"
+       "  // transforming the vertex position to modelview-space\n"
+       "  //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;\n"
+  "\n"
+       "  // calculate the vector from the vertex position to the light position\n"
+       "  vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;\n"
+       "  vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;\n"
+  "\n"
+       "  // transit vertex color\n"
+       "  gl_FrontColor = gl_BackColor = gl_Color;\n"
+  "\n"
+       "  // use the two first sets of texture coordinates in the fragment shader\n"
+  "  gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+  "  gl_TexCoord[1] = gl_MultiTexCoord1;\n"
+  "}\n";
+
+//fragment source
+static const gchar *bumper_f_src =
+  "#extension GL_ARB_texture_rectangle : enable\n"
+  "uniform sampler2DRect texture0;\n"
+  "uniform sampler2DRect texture1;\n"
+  "\n"
+  "varying vec3 vNormal;\n"
+  "varying vec3 vTangent;\n"
+  "varying vec3 vVertexToLight0;\n"
+  "varying vec3 vVertexToLight1;\n"
+  "\n"
+  "void main()\n"
+  "{\n"
+       "  // get the color of the textures\n"
+  "  vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st);\n"
+  "  vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0;\n"
+  "\n"
+       "  // calculate matrix that transform from tangent space to normalmap space (contrary of intuition)\n"
+  "  vec3 binormal = cross(vNormal, vTangent);\n"
+       "  mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal);\n"
+  "\n"
+       "  // disturb the normal\n"
+       "  vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem;\n"
+  "\n"
+       "  // calculate the diffuse term and clamping it to [0;1]\n"
+       "  float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0);\n"
+       "  float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0);\n"
+  "\n" 
+       "  vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb);\n"
+  "\n"
+       "  // calculate the final color\n"
+       "  gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w);\n"
+  "}\n";
+
+//Called in the gl thread
+static void
+gst_gl_bumper_init_resources (GstGLFilter *filter)
+{
+  GstGLBumper *bumper = GST_GL_BUMPER (filter);
+
+  GError *error = NULL;
+  //GdkPixbuf *pixbuf = NULL;
+
+  bumper->pixbuf = gdk_pixbuf_new_from_file (bumper->location, &error);
+  bumper->bumpmap_width = gdk_pixbuf_get_width (bumper->pixbuf);
+  bumper->bumpmap_height = gdk_pixbuf_get_height (bumper->pixbuf);
+  
+  glGenTextures (1, &bumper->bumpmap);
+  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
+  glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
+                bumper->bumpmap_width, bumper->bumpmap_height, 0,
+                gdk_pixbuf_get_has_alpha (bumper->pixbuf) ? GL_RGBA : GL_RGB,
+                GL_UNSIGNED_BYTE, gdk_pixbuf_get_pixels (bumper->pixbuf));
+
+}
+
+//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_base_init (gpointer klass)
+{
+  GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
+
+  gst_element_class_set_details (element_class, &element_details);
+}
+
+static void
+gst_gl_bumper_class_init (GstGLBumperClass* klass)
+{
+  GObjectClass* gobject_class;
+
+  gobject_class = (GObjectClass *) klass;
+  gobject_class->set_property = gst_gl_bumper_set_property;
+  gobject_class->get_property = gst_gl_bumper_get_property;
+
+  GST_GL_FILTER_CLASS (klass)->filter = gst_gl_bumper_filter;
+  GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_bumper_init_resources;
+  GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_bumper_reset_resources;
+  GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_bumper_init_shader;
+  GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_bumper_reset;
+
+  g_object_class_install_property (gobject_class,
+    PROP_LOCATION, g_param_spec_string ("location",
+    "Normal map location", 
+    "Normal map location",
+    NULL, G_PARAM_READWRITE));
+}
+
+static void
+gst_gl_bumper_init (GstGLBumper* bumper,
+    GstGLBumperClass* klass)
+{
+    bumper->shader = NULL;
+    bumper->bumpmap = 0;
+    bumper->bumpmap_width = 0;
+    bumper->bumpmap_height = 0;
+    bumper->pixbuf = NULL;
+    bumper->location = NULL;
+}
+
+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 void
+gst_gl_bumper_set_property (GObject* object, guint prop_id,
+                                     const GValue* value, GParamSpec* pspec)
+{
+  GstGLBumper *bumper = GST_GL_BUMPER (object);
+
+  switch (prop_id)
+  {
+  case PROP_LOCATION:
+    if (bumper->location != NULL) 
+      g_free (bumper->location);
+    bumper->location = g_value_dup_string (value);
+    break;
+  default:
+    G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+    break;
+  }
+}
+
+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 void
+gst_gl_bumper_init_shader (GstGLFilter* filter)
+{
+  GstGLBumper *bumper = GST_GL_BUMPER (filter);
+
+  //blocking call, wait the opengl thread has compiled the shader
+  gst_gl_display_gen_shader (filter->display, bumper_v_src, bumper_f_src, &bumper->shader);
+}
+
+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_PERSPECIVE, 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;
+  
+  GstGLBumper* bumper = GST_GL_BUMPER (stuff);
+  GstGLFilter* filter = GST_GL_FILTER (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;
+}
diff --git a/gst/gl/gstglbumper.h b/gst/gl/gstglbumper.h
new file mode 100644 (file)
index 0000000..52d2c82
--- /dev/null
@@ -0,0 +1,59 @@
+/* 
+ * GStreamer
+ * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#ifndef _GST_GL_BUMPER_H_
+#define _GST_GL_BUMPER_H_
+
+#include <gstglfilter.h>
+#include <gdk-pixbuf/gdk-pixbuf.h>
+
+G_BEGIN_DECLS
+
+#define GST_TYPE_GL_BUMPER            (gst_gl_bumper_get_type())
+#define GST_GL_BUMPER(obj)            (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_BUMPER,GstGLBumper))
+#define GST_IS_GL_BUMPER(obj)         (G_TYPE_CHECK_INSTANCE_TYPE((obj),GST_TYPE_GL_BUMPER))
+#define GST_GL_BUMPER_CLASS(klass)    (G_TYPE_CHECK_CLASS_CAST((klass) ,GST_TYPE_GL_BUMPER,GstGLBumperClass))
+#define GST_IS_GL_BUMPER_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass) ,GST_TYPE_GL_BUMPER))
+#define GST_GL_BUMPER_GET_CLASS(obj)  (G_TYPE_INSTANCE_GET_CLASS((obj) ,GST_TYPE_GL_BUMPER,GstGLBumperClass))
+
+typedef struct _GstGLBumper GstGLBumper;
+typedef struct _GstGLBumperClass GstGLBumperClass;
+
+struct _GstGLBumper
+{
+  GstGLFilter filter;
+  GstGLShader *shader;
+  GLuint bumpmap;
+  gint bumpmap_width;
+  gint bumpmap_height;
+  GdkPixbuf *pixbuf;
+  gchar *location;
+};
+
+struct _GstGLBumperClass
+{
+  GstGLFilterClass filter_class;
+};
+
+GType gst_gl_bumper_get_type (void);
+
+G_END_DECLS
+
+#endif /* _GST_GLBUMPER_H_ */