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ATI Developer - Source Code
 
Simple Dotproduct3 Bump mapping on the Radeon®

The RadeonSimpleDOT3 sample uses EXT_texture_env_combine, EXT_texture_env_dot3, to demonstrate per-pixel lighting effects possible in OpenGL®. It demonstrates per pixel diffuse lighting with DOT3 Bumpmapping. For more information on the DOT3 Bumpmapping technique employed by this demo, see the Dotproduct3 Bump Mapping with 3D Lightmapping demo.

Our lighing model in this demo: (N.L)*BASE

Figure 1 shows the final result.
 
Figure 1 - Final Per Pixel Diffuse lighting with Dot3 Bumps
 
The process begins by binding our DOT3 bump map to one of the Radeon's texture unit's (the Radeon has 3 Texture Units).
 
Figure 2 - DOT3 Bump Map
 
The DOT3 Bump map: pre-filtered height map texture (the N term in our lighting model).
 
Figure 3 - Light Vector displayed as color
 
A vector from vertex to light source is computed per vertex and is scaled and biased, rotated into tangent space, then packed into the vertex color. This color is interpolated between vertices so we essentially get a per pixel L vector.

The texture combiners are then configured to calculate (N.L)*Base per pixel.
 
Figure 5 - Here is the what the Base texture map looks like before any lighting is calculated.
 
 
RadeonSimpleDOT3 Controls
  • T - Cycle through the different textures/Bump maps
  • W - Toggle wire frame
  • B - Show base map only
  • L - Show L map only (light vector in tangent space as color)
  • N - Show N map only (Pre-filtered DOT3 Bump map)
  • UP/DOWN ARROW - Zoom In/Out
  • LEFT + MOUSE - Rotate Object
  • RIGHT + MOUSE - Rotate Light
  • SPACE - Toggle Auto Motion
  • ESC - Quit
 
Downloads
 
RadeonSimpleDot3.zip

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