Lesson 22 |
This
lesson was written by Jens Schneider. It is loosely based on Lesson 06,
though lots of changes were made. In this lesson you will learn:
Here we go: |
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#include <windows.h> // Header File For Windows #include <stdio.h> // Header File For Standard Input/Output #include <gl\gl.h> // Header File For The OpenGL32 Library #include <gl\glu.h> // Header File For The GLu32 Library #include <gl\glaux.h> // Header File For The GLaux Library #include "glext.h" // Header File For Multitexturing #include <string.h> // Header File For The String Library #include <math.h> // Header File For The Math Library
The GLfloat MAX_EMBOSS specifies the "strength" of the Bump Mapping-Effect. Larger values strongly enhance the effect, but reduce visual quality to the same extent by leaving so-called "artefacts" at the edges of the surfaces. | |||
#define MAX_EMBOSS (GLfloat)0.01f // Maximum Emboss-Translate. Increase To Get Higher Immersion
Ok,
now let’s prepare the use of the GL_ARB_multitexture extension.
It’s quite simple:
Most accelerators have more than just one texture-unit nowadays. To benefit of this feature, you’ll have to check for GL_ARB_multitexture-support, which enables you to map two or more different textures to one OpenGL-primitive in just one pass. Sounds not too powerful, but it is! Nearly all the time if you’re programming something, putting another texture on that object results in higher visual quality. Since you usually need multiple "passes" consisting out of interleaved texture-selection and drawing geometry, this can quickly become expensive. But don’t worry, this will become clearer later on. Now back to code: __ARB_ENABLE is used to override multitexturing for a special compile-run entirely. If you want to see your OpenGL-extensions, just un-comment the #define EXT_INFO. Next, we want to check for our extensions during run-time to ensure our code stays portable. So we need space for some strings. These are the following two lines. Now we want to distinguish between being able to do multitexture and using it, so we need another two flags. Last, we need to know how many texture-units are present(we’re going to use only two of them, though). At least one texture-unit is present on any OpenGL-capable accelerator, so we initialize maxTexelUnits with 1. |
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#define __ARB_ENABLE true // Used To Disable ARB Extensions Entirely // #define EXT_INFO // Uncomment To See Your Extensions At Start-Up? #define MAX_EXTENSION_SPACE 10240 // Characters For Extension-Strings #define MAX_EXTENSION_LENGTH 256 // Maximum Characters In One Extension-String bool multitextureSupported=false; // Flag Indicating Whether Multitexturing Is Supported bool useMultitexture=true; // Use It If It Is Supported? GLint maxTexelUnits=1; // Number Of Texel-Pipelines. This Is At Least 1.
The
following lines are needed to “link” the extensions to C++ function calls.
Just treat the
PFN-who-ever-reads-this as pre-defined datatype able
to describe function calls. Since we are unsure if we’ll get the functions
to these prototypes, we set them to NULL. The commands glMultiTexCoordifARB
map to the well-known glTexCoordif, specifying i-dimensional texture-coordinates.
Note that these can totally substitute the
glTexCoordif-commands.
Since we only use the GLfloat-version, we only need prototypes for
the commands ending with an "f". Other are also available ("fv",
"i", etc.). The last two prototypes are to set the active texture-unit
that is currently receiving texture-bindings ( glActiveTextureARB()
) and to determine which texture-unit is associated with the ArrayPointer-command
(a.k.a. Client-Subset, thus
glClientActiveTextureARB). By
the way: ARB is an abbreviation for "Architectural Review Board".
Extensions with ARB in their name are not required by an OpenGL-conformant
implementation, but they are expected to be widely supported. Currently,
only the multitexture-extension has made it to ARB-status. This
may be treated as sign for the tremendous impact regarding speed multitexturing
has on several advanced rendering techniques.
The lines ommitted are GDI-context handles etc. |
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PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB = NULL; PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL; PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB = NULL; PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB = NULL; PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL; PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB= NULL;
We
need global variables:
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GLuint filter=1; // Which Filter To Use GLuint texture[3]; // Storage For 3 Textures GLuint bump[3]; // Our Bumpmappings GLuint invbump[3]; // Inverted Bumpmaps GLuint glLogo; // Handle For OpenGL-Logo GLuint multiLogo; // Handle For Multitexture-Enabled-Logo GLfloat LightAmbient[] = { 0.2f, 0.2f, 0.2f}; // Ambient Light Is 20% White GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f}; // Diffuse Light Is White GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f}; // Position Is Somewhat In Front Of Screen GLfloat Gray[] = { 0.5f, 0.5f, 0.5f, 1.0f};
The next block of code contains the numerical representation of a textured cube built out of GL_QUADS. Each five numbers specified represent one set of 2D-texture-coordinates one set of 3D-vertex-coordinates. This is to build the cube using for-loops, since we need that cube several times. The data-block is followed by the well-known WndProc()-prototype from former lessons. | |||
// Data Contains The Faces Of The Cube In Format 2xTexCoord, 3xVertex. // Note That The Tesselation Of The Cube Is Only Absolute Minimum. GLfloat data[]= { // FRONT FACE 0.0f, 0.0f, -1.0f, -1.0f, +1.0f, 1.0f, 0.0f, +1.0f, -1.0f, +1.0f, 1.0f, 1.0f, +1.0f, +1.0f, +1.0f, 0.0f, 1.0f, -1.0f, +1.0f, +1.0f, // BACK FACE 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, +1.0f, -1.0f, 0.0f, 1.0f, +1.0f, +1.0f, -1.0f, 0.0f, 0.0f, +1.0f, -1.0f, -1.0f, // Top Face 0.0f, 1.0f, -1.0f, +1.0f, -1.0f, 0.0f, 0.0f, -1.0f, +1.0f, +1.0f, 1.0f, 0.0f, +1.0f, +1.0f, +1.0f, 1.0f, 1.0f, +1.0f, +1.0f, -1.0f, // Bottom Face 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, +1.0f, -1.0f, -1.0f, 0.0f, 0.0f, +1.0f, -1.0f, +1.0f, 1.0f, 0.0f, -1.0f, -1.0f, +1.0f, // Right Face 1.0f, 0.0f, +1.0f, -1.0f, -1.0f, 1.0f, 1.0f, +1.0f, +1.0f, -1.0f, 0.0f, 1.0f, +1.0f, +1.0f, +1.0f, 0.0f, 0.0f, +1.0f, -1.0f, +1.0f, // Left Face 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, -1.0f, +1.0f, 1.0f, 1.0f, -1.0f, +1.0f, +1.0f, 0.0f, 1.0f, -1.0f, +1.0f, -1.0f }; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
The
next block of code is to determine extension-support during run-time.
First, we can assume that we have a long string containing all supported extensions as ‘\n’-seperated sub-strings. So all we need to do is to search for a ‘\n’ and start comparing string with search until we encounter another ‘\n’ or until string doesn’t match search anymore. In the first case, return a true for "found", in the other case, take the next sub-string until you encounter the end of string. You’ll have to watch a little bit at the beginning of string, since it does not begin with a newline-character. By the way: A common rule is to ALWAYS check during runtime for availability of a given extension! |
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bool isInString(char *string, const char *search) { int pos=0; int maxpos=strlen(search)-1; int len=strlen(string); char *other; for (int i=0; i<len; i++) { if ((i==0) || ((i>1) && string[i-1]=='\n')) { // New Extension Begins Here! other=&string[i]; pos=0; // Begin New Search while (string[i]!='\n') { // Search Whole Extension-String if (string[i]==search[pos]) pos++; // Next Position if ((pos>maxpos) && string[i+1]=='\n') return true; // We Have A Winner! i++; } } } return false; // Sorry, Not Found! }
Now we have to fetch the extension-string and convert it to be ‘\n’-separated in order to search it for our desired extension. If we find a sub-string ”GL_ARB_multitexture” in it, this feature is supported. But we only can use it, if __ARB_ENABLE is also true. Last but not least we need GL_EXT_texture_env_combine to be supported. This extension introduces new ways how the texture-units interact. We need this, since GL_ARB_multitexture only feeds the output from one texture unit to the one with the next higher number. So we rather check for this extension than using another complex blending equation (that would not exactly do the same effect!) If all extensions are supported and we are not overridden, we’ll first determine how much texture-units are available, saving them in maxTexelUnits. Then we have to link the functions to our names. This is done by the wglGetProcAdress()-calls with a string naming the function call as parameter and a prototype-cast to ensure we’ll get the correct function type. | |||
bool initMultitexture(void) { char *extensions; extensions=strdup((char *) glGetString(GL_EXTENSIONS)); // Fetch Extension String int len=strlen(extensions); for (int i=0; i<len; i++) // Separate It By Newline Instead Of Blank if (extensions[i]==' ') extensions[i]='\n'; #ifdef EXT_INFO MessageBox(hWnd,extensions,"supported GL extensions",MB_OK | MB_ICONINFORMATION); #endif if (isInString(extensions,"GL_ARB_multitexture") // Is Multitexturing Supported? && __ARB_ENABLE // Override Flag && isInString(extensions,"GL_EXT_texture_env_combine")) // texture-environment-combining supported? { glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB,&maxTexelUnits); glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC) wglGetProcAddress("glMultiTexCoord1fARB"); glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB"); glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC) wglGetProcAddress("glMultiTexCoord3fARB"); glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC) wglGetProcAddress("glMultiTexCoord4fARB"); glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB"); glClientActiveTextureARB= (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress("glClientActiveTextureARB"); #ifdef EXT_INFO MessageBox(hWnd,"The GL_ARB_multitexture extension will be used.","feature supported!",MB_OK | MB_ICONINFORMATION); #endif return true; } useMultitexture=false; // We Can't Use It If It Isn't Supported! return false; }
InitLights() just initialises OpenGL-Lighting and is called by InitGL() later on. | |||
void initLights(void) { glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Load Light-Parameters into GL_LIGHT1 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); glEnable(GL_LIGHT1); }
Here
we load LOTS of textures. Since auxDIBImageLoad() has an
error-handler of it’s own and since
LoadBMP() wasn’t much predictable
without a try-catch-block, I just kicked it. But now to our loading-routine.
First, we load the base-bitmap and build three filtered textures out of
it ( GL_NEAREST,
GL_LINEAR and GL_LINEAR_MIPMAP_NEAREST).
Note that I only use one data-structure to hold bitmaps, since we only
need one at a time to be open. Over that I introduced a new data-structure
called alpha here. It is to hold the alpha-layer of textures, so
that I can save RGBA Images as two bitmaps: one 24bpp RGB and one 8bpp
greyscale Alpha. For the status-indicator to work properly, we have to
delete the Image-block after every load to reset it to NULL.
Note also, that I use GL_RGB8 instead of just "3" when specifying texture-type. This is to be more conformant to upcoming OpenGL-ICD releases and should always be used instead of just another number. I marked it in orange for you. |
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int LoadGLTextures() { // Load Bitmaps And Convert To Textures bool status=true; // Status Indicator AUX_RGBImageRec *Image=NULL; // Create Storage Space For The Texture char *alpha=NULL; // Load The Tile-Bitmap for Base-Texture if (Image=auxDIBImageLoad("Data/Base.bmp")) { glGenTextures(3, texture); // Create Three Textures // Create Nearest Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, Image->sizeX, Image->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, Image->data); // Create Linear Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, Image->sizeX, Image->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, Image->data); // Create MipMapped Texture glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, Image->sizeX, Image->sizeY, GL_RGB, GL_UNSIGNED_BYTE, Image->data); } else status=false; if (Image) { // If Texture Exists if (Image->data) delete Image->data; // If Texture Image Exists delete Image; Image=NULL; }
Now
we’ll load the Bump Map. For reasons discussed later, it has to have only
50% luminance, so we have to scale it in the one or other way. I chose
to scale it using the glPixelTransferf()-commands, that specifies
how data from bitmaps is converted to textures on pixel-basis. I use it
to scale the RGB components of bitmaps to 50%. You should really have a
look at the glPixelTransfer()-command family if you’re not already
using them in your programs. They’re all quite useful.
Another issue is, that we don’t want to have our bitmap repeated over and over in the texture. We just want it once, mapping to texture-coordinates (s,t)=(0.0f, 0.0f) thru (s,t)=(1.0f, 1.0f). All other texture-coordinates should be mapped to plain black. This is accomplished by the two glTexParameteri()-calls that are fairly self-explanatory and "clamp" the bitmap in s and t-direction. |
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// Load The Bumpmaps if (Image=auxDIBImageLoad("Data/Bump.bmp")) { glPixelTransferf(GL_RED_SCALE,0.5f); // Scale RGB By 50%, So That We Have Only glPixelTransferf(GL_GREEN_SCALE,0.5f); // Half Intenstity glPixelTransferf(GL_BLUE_SCALE,0.5f); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); // No Wrapping, Please! glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); glGenTextures(3, bump); // Create Three Textures // Create Nearest Filtered Texture >…< // Create Linear Filtered Texture >…< // Create MipMapped Texture >…<
You’ll already know this sentence by now: For reasons discussed later, we have to build an inverted Bump Map, luminance at most 50% once again. So we subtract the bumpmap from pure white, which is {255, 255, 255} in integer representation. Since we do NOT set the RGB-Scaling back to 100% (took me about three hours to figure out that this was a major error in my first version!), the inverted bumpmap will be scaled once again to 50% luminance. | |||
for (int i=0; i<3*Image->sizeX*Image->sizeY; i++) // Invert The Bumpmap Image->data[i]=255-Image->data[i]; glGenTextures(3, invbump); // Create Three Textures // Create Nearest Filtered Texture >…< // Create Linear Filtered Texture >…< // Create MipMapped Texture >…< } else status=false; if (Image) { // If Texture Exists if (Image->data) delete Image->data; // If Texture Image Exists delete Image; Image=NULL; }
Loading the Logo-Bitmaps is pretty much straightforward except for the RGB-A recombining, which should be self-explanatory enough for you to understand. Note that the texture is built from the alpha-memoryblock, not from the Image-memoryblock! Only one filter is used here. | |||
// Load The Logo-Bitmaps if (Image=auxDIBImageLoad("Data/OpenGL_ALPHA.bmp")) { alpha=new char[4*Image->sizeX*Image->sizeY]; // Create Memory For RGBA8-Texture for (int a=0; a<Image->sizeX*Image->sizeY; a++) alpha[4*a+3]=Image->data[a*3]; // Pick Only Red Value As Alpha! if (!(Image=auxDIBImageLoad("Data/OpenGL.bmp"))) status=false; for (a=0; a<Image->sizeX*Image->sizeY; a++) { alpha[4*a]=Image->data[a*3]; // R alpha[4*a+1]=Image->data[a*3+1]; // G alpha[4*a+2]=Image->data[a*3+2]; // B } glGenTextures(1, &glLogo); // Create One Textures // Create Linear Filtered RGBA8-Texture glBindTexture(GL_TEXTURE_2D, glLogo); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Image->sizeX, Image->sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, alpha); delete alpha; } else status=false; if (Image) { // If Texture Exists if (Image->data) delete Image->data; // If Texture Image Exists delete Image; Image=NULL; } // Load The "Extension Enabled"-Logo if (Image=auxDIBImageLoad("Data/multi_on_alpha.bmp")) { alpha=new char[4*Image->sizeX*Image->sizeY]; // Create Memory For RGBA8-Texture >…< glGenTextures(1, &multiLogo); // Create One Textures // Create Linear Filtered RGBA8-Texture >…< delete alpha; } else status=false; if (Image) { // If Texture Exists if (Image->data) delete Image->data; // If Texture Image Exists delete Image; Image=NULL; } return status; // Return The Status }
Next comes nearly the only unmodified function ReSizeGLScene(). I’ve omitted it here. It is followed by a function doCube() that draws a cube, complete with normalized normals. Note that this version only feeds texture-unit #0, since glTexCoord2f(s,t) is the same thing as glMultiTexCoord2f(GL_TEXTURE0_ARB,s,t). Note also that the cube could be done using interleaved arrays, but this is definitely another issue. Note also that this cube CAN NOT be done using a display list, since display-lists seem to use an internal floating point accuracy different from GLfloat. Since this leads to several nasty effects, generally referred to as "decaling"-problems, I kicked display lists. I assume that a general rule for multipass algorithms is to do the entire geometry with or without display lists. So never dare mixing even if it seems to run on your hardware, since it won’t run on any hardware! | |||
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window >…< void doCube (void) { int i; glBegin(GL_QUADS); // Front Face glNormal3f( 0.0f, 0.0f, +1.0f); for (i=0; i<4; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } // Back Face glNormal3f( 0.0f, 0.0f,-1.0f); for (i=4; i<8; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } // Top Face glNormal3f( 0.0f, 1.0f, 0.0f); for (i=8; i<12; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } // Bottom Face glNormal3f( 0.0f,-1.0f, 0.0f); for (i=12; i<16; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } // Right Face glNormal3f( 1.0f, 0.0f, 0.0f); for (i=16; i<20; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); for (i=20; i<24; i++) { glTexCoord2f(data[5*i],data[5*i+1]); glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]); } glEnd(); }
Time to initialize OpenGL. All as in Lesson 06, except that I call initLights() instead of setting them here. Oh, and of course I’m calling Multitexture-setup, here! | |||
int InitGL(GLvoid) // All Setup For OpenGL Goes Here { multitextureSupported=initMultitexture(); if (!LoadGLTextures()) return false; // Jump To Texture Loading Routine glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations initLights(); // Initialize OpenGL Light return true // Initialization Went OK }
Here
comes about 95% of the work. All references like "for reasons discussed
later" will be solved in the following block of theory.
Begin
Theory ( Emboss Bump Mapping )
If you have a Powerpoint-viewer installed, it is highly recommended that you download the following presentation: "Emboss
Bump Mapping" by Michael I. Gold, nVidia Corp. [.ppt, 309K]
For those without Powerpoint-viewer, I’ve tried to convert the information contained in the document to .html-format. Here it comes: Emboss Bump Mapping Michael I. Gold NVidia Corporation Bump Mapping Real Bump Mapping Uses Per-Pixel Lighting.
Emboss Bump Mapping Is A Hack
C=(L*N) x Dl x Dm
Texture Map Represents Heightfield
Embossing Approximates Derivative
1) Original bump (H0).
2) Original bump (H0) overlaid with second bump (H1) slightly perturbed toward light source.
3) Substract original bump from second (H0-H1). This leads to brightened (B) and darkened (D) areas. Compute The Lighting Evaluate Fragment Color Cf
We’re Not Quite Done Yet. We Still Must:
Conserve Textures!
Rotate Light Vector Into Normal Space
Use Normal-Space Light Vector For Offsets
Calculate Vectors, Texcoords On The Host
Combiner 0 Alpha-Setup:
Though we’re doing it a little bit different than the TNT-Implementation to enable our program to run on ALL accelerators, we can learn two or three things here. One thing is, that bump mapping is a multi-pass algorithm on most cards (not on TNT-family, where it can be implemented in one 2-texture pass.) You should now be able to imagine how nice multitexturing really is. We’ll now implement a 3-pass non-multitexture algorithm, that can be (and will be) developed into a 2-pass multitexture algorithm. By now you should be aware, that we’ll have to do some matrix-matrix-multiplication (and matrix-vector-multiplication, too). But that’s nothing to worry about: OpenGL will do the matrix-matrix-multiplication for us (if tweaked right) and the matrix-vector-multiplication is really easy-going: VMatMult(M,v) multiplies matrix M with vector v and stores the result back in v: v:=M*v. All Matrices and vectors passed have to be in homogenous-coordinates resulting in 4x4 matrices and 4-dim vectors. This is to ensure conformity to OpenGL in order to multiply own vectors with OpenGL-matrices right away. |
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// Calculates v=vM, M Is 4x4 In Column-Major, v Is 4dim. Row (i.e. "Transposed") void VMatMult(GLfloat *M, GLfloat *v) { GLfloat res[3]; res[0]=M[ 0]*v[0]+M[ 1]*v[1]+M[ 2]*v[2]+M[ 3]*v[3]; res[1]=M[ 4]*v[0]+M[ 5]*v[1]+M[ 6]*v[2]+M[ 7]*v[3]; res[2]=M[ 8]*v[0]+M[ 9]*v[1]+M[10]*v[2]+M[11]*v[3]; v[0]=res[0]; v[1]=res[1]; v[2]=res[2]; v[3]=M[15]; // Homogenous Coordinate }
Begin
Theory ( Emboss Bump Mapping Algorithms )
Here we’ll discuss two
different algorithms. I found the first one several days ago under:
The program is called
GL_BUMP and was written by Diego Tártara in 1999.
But his implementation does the diffuse lighting the same way we’ll do it: by using OpenGL’s built-in lighting. Since we can’t use the combiners-method Gold suggests (we want our programs to run anywhere, not just on TNT-cards!), we can’t store the diffuse factor in the alpha channel. Since we already have a 3-pass non-multitexture / 2-pass multitexture problem, why not apply OpenGL-Lighting to the last pass to do all the ambient light and color stuff for us? This is possible (and looks quite well) only because we have no complex geometry, so keep this in mind. If you’d render several thousands of bump mapped triangles, try to invent something new! Furthermore, he uses multitexturing, which is, as we shall see, not as easy as you might have thought regarding this special case. But now to our Implementation.
It looks quite the same to the above Algorithm, except for the projection
step, where we use an own approach:
![]() This figure shows where our vectors are located. You can get t and s by simply subtracting adjacent vertices, but be sure to have them point in the right direction and to normalize them. The blue spot marks the vertex where texCoord2f(0.0f,0.0f) is mapped to. End Theory ( Emboss Bump Mapping Algorithms ) Let’s have a look to texture-coordinate offset generation, first. The function is called SetUpBumps(), since this actually is what it does: |
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// Sets Up The Texture-Offsets // n : Normal On Surface. Must Be Of Length 1 // c : Current Vertex On Surface // l : Lightposition // s : Direction Of s-Texture-Coordinate In Object Space (Must Be Normalized!) // t : Direction Of t-Texture-Coordinate In Object Space (Must Be Normalized!) void SetUpBumps(GLfloat *n, GLfloat *c, GLfloat *l, GLfloat *s, GLfloat *t) { GLfloat v[3]; // Vertex From Current Position To Light GLfloat lenQ; // Used To Normalize // Calculate v From Current Vertex c To Lightposition And Normalize v v[0]=l[0]-c[0]; v[1]=l[1]-c[1]; v[2]=l[2]-c[2]; lenQ=(GLfloat) sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); v[0]/=lenQ; v[1]/=lenQ; v[2]/=lenQ; // Project v Such That We Get Two Values Along Each Texture-Coordinate Axis c[0]=(s[0]*v[0]+s[1]*v[1]+s[2]*v[2])*MAX_EMBOSS; c[1]=(t[0]*v[0]+t[1]*v[1]+t[2]*v[2])*MAX_EMBOSS;
Doesn’t
look that complicated anymore, eh? But theory is necessary to understand
and control this effect. (I learned
THAT myself during writing this
tutorial).
I always like logos to be displayed while presentational programs are running. We’ll have two of them right now. Since a call to doLogo() resets the GL_MODELVIEW-matrix, this has to be called as final rendering pass. This function displays two logos: An OpenGL-Logo and a multitexture-Logo, if this feature is enabled. The logos are alpha-blended and are sort of semi-transparent. Since they have an alpha-channel, I blend them using GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, as suggested by all OpenGL-documentation. Since they are all co-planar, we do not have to z-sort them before. The numbers that are used for the vertices are "empirical" (a.k.a. try-and-error) to place them neatly into the screen edges. We’ll have to enable blending and disable lighting to avoid nasty effects. To ensure they’re in front of all, just reset the GL_MODELVIEW-matrix and set depth-function to GL_ALWAYS. |
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void doLogo(void) { // MUST CALL THIS LAST!!!, Billboards The Two Logos glDepthFunc(GL_ALWAYS); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDisable(GL_LIGHTING); glLoadIdentity(); glBindTexture(GL_TEXTURE_2D,glLogo); glBegin(GL_QUADS); glTexCoord2f(0.0f,0.0f); glVertex3f(0.23f, -0.4f,-1.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(0.53f, -0.4f,-1.0f); glTexCoord2f(1.0f,1.0f); glVertex3f(0.53f, -0.25f,-1.0f); glTexCoord2f(0.0f,1.0f); glVertex3f(0.23f, -0.25f,-1.0f); glEnd(); if (useMultitexture) { glBindTexture(GL_TEXTURE_2D,multiLogo); glBegin(GL_QUADS); glTexCoord2f(0.0f,0.0f); glVertex3f(-0.53f, -0.25f,-1.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(-0.33f, -0.25f,-1.0f); glTexCoord2f(1.0f,1.0f); glVertex3f(-0.33f, -0.15f,-1.0f); glTexCoord2f(0.0f,1.0f); glVertex3f(-0.53f, -0.15f,-1.0f); glEnd(); } }
Here
comes the function for doing the bump mapping without multitexturing. It’s
a three-pass implementation. As a first step, the GL_MODELVIEW matrix
is inverted by applying to the identity-matrix all steps later applied
to the
GL_MODELVIEW in reverse order and inverted. The result is
a matrix that "undoes" the GL_MODELVIEW if applied to an object.
We fetch it from OpenGL by simply using glGetFloatv(). Remember
that the matrix has to be an array of 16 and that the matrix is "transposed"!
By the way: If you don’t exactly know how the modelview was built, consider using world-space, since matrix-inversion is complicated and costly. But if you’re doing large amounts of vertices inverting the modelview with a more generalized approach could be faster. |
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bool doMesh1TexelUnits(void) { GLfloat c[4]={0.0f,0.0f,0.0f,1.0f}; // Holds Current Vertex GLfloat n[4]={0.0f,0.0f,0.0f,1.0f}; // Normalized Normal Of Current Surface GLfloat s[4]={0.0f,0.0f,0.0f,1.0f}; // s-Texture Coordinate Direction, Normalized GLfloat t[4]={0.0f,0.0f,0.0f,1.0f}; // t-Texture Coordinate Direction, Normalized GLfloat l[4]; // Holds Our Lightposition To Be Transformed Into Object Space GLfloat Minv[16]; // Holds The Inverted Modelview Matrix To Do So int i; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer // Build Inverse Modelview Matrix First. This Substitutes One Push/Pop With One glLoadIdentity(); // Simply Build It By Doing All Transformations Negated And In Reverse Order glLoadIdentity(); glRotatef(-yrot,0.0f,1.0f,0.0f); glRotatef(-xrot,1.0f,0.0f,0.0f); glTranslatef(0.0f,0.0f,-z); glGetFloatv(GL_MODELVIEW_MATRIX,Minv); glLoadIdentity(); glTranslatef(0.0f,0.0f,z); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); // Transform The Lightposition Into Object Coordinates: l[0]=LightPosition[0]; l[1]=LightPosition[1]; l[2]=LightPosition[2]; l[3]=1.0f; // Homogenous Coordinate VMatMult(Minv,l);
First
Pass:
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glBindTexture(GL_TEXTURE_2D, bump[filter]); glDisable(GL_BLEND); glDisable(GL_LIGHTING); doCube();
Second
Pass:
You could save computing time by just rotating the lightvector into inverted direction. However, this didn’t work out correctly, so we do it the plain way: rotate each normal and center-point the same way we rotate our geometry! |
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glBindTexture(GL_TEXTURE_2D,invbump[filter]); glBlendFunc(GL_ONE,GL_ONE); glDepthFunc(GL_LEQUAL); glEnable(GL_BLEND); glBegin(GL_QUADS); // Front Face n[0]=0.0f; n[1]=0.0f; n[2]=1.0f; s[0]=1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=0; i<4; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Back Face n[0]=0.0f; n[1]=0.0f; n[2]=-1.0f; s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=4; i<8; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Top Face n[0]=0.0f; n[1]=1.0f; n[2]=0.0f; s[0]=1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f; for (i=8; i<12; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Bottom Face n[0]=0.0f; n[1]=-1.0f; n[2]=0.0f; s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f; for (i=12; i<16; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Right Face n[0]=1.0f; n[1]=0.0f; n[2]=0.0f; s[0]=0.0f; s[1]=0.0f; s[2]=-1.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=16; i<20; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Left Face n[0]=-1.0f; n[1]=0.0f; n[2]=0.0f; s[0]=0.0f; s[1]=0.0f; s[2]=1.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=20; i<24; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } glEnd();
Third
Pass:
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if (!emboss) { glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D,texture[filter]); glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR); glEnable(GL_LIGHTING); doCube(); }
Last
Pass:
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xrot+=xspeed; yrot+=yspeed; if (xrot>360.0f) xrot-=360.0f; if (xrot<0.0f) xrot+=360.0f; if (yrot>360.0f) yrot-=360.0f; if (yrot<0.0f) yrot+=360.0f; /* LAST PASS: Do The Logos! */ doLogo(); return true; // Keep Going }
This function will do the whole mess in 2 passes with multitexturing support. We support two texel-units. More would be extreme complicated due to the blending equations. Better trim to TNT instead. Note that almost the only difference to doMesh1TexelUnits() is, that we send two sets of texture-coordinates for each vertex! | |||
bool doMesh2TexelUnits(void) { GLfloat c[4]={0.0f,0.0f,0.0f,1.0f}; // Holds Current Vertex GLfloat n[4]={0.0f,0.0f,0.0f,1.0f}; // Normalized Normal Of Current Surface GLfloat s[4]={0.0f,0.0f,0.0f,1.0f}; // s-Texture Coordinate Direction, Normalized GLfloat t[4]={0.0f,0.0f,0.0f,1.0f}; // t-Texture Coordinate Direction, Normalized GLfloat l[4]; // Holds Our Lightposition To Be Transformed Into Object Space GLfloat Minv[16]; // Holds The Inverted Modelview Matrix To Do So int i; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer // Build Inverse Modelview Matrix First. This Substitutes One Push/Pop With One glLoadIdentity(); // Simply Build It By Doing All Transformations Negated And In Reverse Order glLoadIdentity(); glRotatef(-yrot,0.0f,1.0f,0.0f); glRotatef(-xrot,1.0f,0.0f,0.0f); glTranslatef(0.0f,0.0f,-z); glGetFloatv(GL_MODELVIEW_MATRIX,Minv); glLoadIdentity(); glTranslatef(0.0f,0.0f,z); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); // Transform The Lightposition Into Object Coordinates: l[0]=LightPosition[0]; l[1]=LightPosition[1]; l[2]=LightPosition[2]; l[3]=1.0f; // Homogenous Coordinate VMatMult(Minv,l);
First
Pass:
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// TEXTURE-UNIT #0 glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, bump[filter]); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE); // TEXTURE-UNIT #1 glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, invbump[filter]); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); // General Switches glDisable(GL_BLEND); glDisable(GL_LIGHTING);
Now just render the faces one by one, as already seen in doMesh1TexelUnits(). Only new thing: Uses glMultiTexCoor2fARB() instead of just glTexCoord2f(). Note that you must specify which texture-unit you mean by the first parameter, which must be GL_TEXTUREi_ARB with i in [0..31]. (What hardware has 32 texture-units? And what for?) | |||
glBegin(GL_QUADS); // Front Face n[0]=0.0f; n[1]=0.0f; n[2]=1.0f; s[0]=1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=0; i<4; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Back Face n[0]=0.0f; n[1]=0.0f; n[2]=-1.0f; s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=4; i<8; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Top Face n[0]=0.0f; n[1]=1.0f; n[2]=0.0f; s[0]=1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f; for (i=8; i<12; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Bottom Face n[0]=0.0f; n[1]=-1.0f; n[2]=0.0f; s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f; for (i=12; i<16; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Right Face n[0]=1.0f; n[1]=0.0f; n[2]=0.0f; s[0]=0.0f; s[1]=0.0f; s[2]=-1.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=16; i<20; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } // Left Face n[0]=-1.0f; n[1]=0.0f; n[2]=0.0f; s[0]=0.0f; s[1]=0.0f; s[2]=1.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=20; i<24; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } glEnd();
Second
Pass
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glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); if (!emboss) { glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D,texture[filter]); glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR); glEnable(GL_BLEND); glEnable(GL_LIGHTING); doCube(); }
Last
Pass
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xrot+=xspeed; yrot+=yspeed; if (xrot>360.0f) xrot-=360.0f; if (xrot<0.0f) xrot+=360.0f; if (yrot>360.0f) yrot-=360.0f; if (yrot<0.0f) yrot+=360.0f; /* LAST PASS: Do The Logos! */ doLogo(); return true; // Keep Going }
Finally, a function to render the cube without bump mapping, so that you can see what difference this makes! | |||
bool doMeshNoBumps(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,z); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); if (useMultitexture) { glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); } glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D,texture[filter]); glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR); glEnable(GL_LIGHTING); doCube(); xrot+=xspeed; yrot+=yspeed; if (xrot>360.0f) xrot-=360.0f; if (xrot<0.0f) xrot+=360.0f; if (yrot>360.0f) yrot-=360.0f; if (yrot<0.0f) yrot+=360.0f; /* LAST PASS: Do The Logos! */ doLogo(); return true; // Keep Going }
All the drawGLScene() function has to do is to determine which doMesh-function to call: | |||
bool DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { if (bumps) { if (useMultitexture && maxTexelUnits>1) return doMesh2TexelUnits(); else return doMesh1TexelUnits(); } else return doMeshNoBumps(); }
Kills the GLWindow, not modified (thus omitted): | |||
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window >…<
Creates the GLWindow, not modified (thus omitted): | |||
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) >…<
Windows main-loop, not modified (thus omitted): | |||
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information >…<
Windows
main-function, added some keys:
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int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { >…< if (keys['E']) { keys['E']=false; emboss=!emboss; } if (keys['M']) { keys['M']=false; useMultitexture=((!useMultitexture) && multitextureSupported); } if (keys['B']) { keys['B']=false; bumps=!bumps; } if (keys['F']) { keys['F']=false; filter++; filter%=3; } if (keys[VK_PRIOR]) { z-=0.02f; } if (keys[VK_NEXT]) { z+=0.02f; } if (keys[VK_UP]) { xspeed-=0.01f; } if (keys[VK_DOWN]) { xspeed+=0.01f; } if (keys[VK_RIGHT]) { yspeed+=0.01f; } if (keys[VK_LEFT]) { yspeed-=0.01f; } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }
Now
that you managed this tutorial some words about generating textures and
bumpmapped objects before you start to program mighty games and wonder
why bumpomapping isn’t that fast or doesn’t look that good:
If you have questions and / or suggestions regarding this lesson, you can just mail me, since I have not yet a web page. This is my current project and will follow soon. Thanks must go to:
Jeff Molofee (NeHe) * DOWNLOAD Visual
C++ Code For This Lesson.
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Back To NeHe Productions! |
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