?/TD> |
Microsoft DirectX 9.0 |
The Dot Product 3 sample demonstrates an alternative approach to Microsoft?Direct3D?bump mapping. This technique is named after the mathematical operation that combines a light vector with a surface normal. The normals for a surface are traditional (x,y,z) vectors stored in RGBA format in a texture map—called a normal map for this technique.
Not all cards support DotProduct3 blending texture stages, and not all cards support Direct3D bump mapping.
Source: (SDK root)\Samples\C++\Direct3D\BumpMapping\DotProduct3
Executable: (SDK root)\Samples\C++\Direct3D\Bin
The following table lists the keys that are implemented. You can use menu commands for the same controls.
Key | Action |
---|---|
ENTER | Starts and stops the scene. |
SPACEBAR | Advances the scene by a small increment. |
F2 | Prompts the user to select a new rendering device or display mode. |
ALT+ENTER | Toggles between full-screen and windowed modes. |
ESC | Exits the application. |
The lighting equation for simulating bump mapping involves using the dot product of the surface normal and the lighting vector. The lighting vector is passed into the texture factor, and the normals are encoded in a texture map. The blend stages look like this:
SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 ); SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
The next step is to store the normals in the texture. To do this, the components of a vector (XYZW) are each turned from a 32-bit floating value into a signed 8-bit integer and packed into a texture color (RGBA). The code shows how to do this using a custom-generated normal map, as well as one built from a bump mapping texture image.
Not all cards support all features for bump mapping techniques. Some hardware has no, or limited, bump mapping support. For more information about bump mapping, refer to the Microsoft DirectX® software development kit (SDK) documentation.
This sample uses common DirectX code that consists of programming elements such as helper functions. This code is shared with other samples in the DirectX SDK. You can find the sample framework headers and source code in (SDK root)\DXSDK\Samples\C++\Common\Include and (SDK root)\DXSDK\Samples\C++\Common\Src.