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Problem with water refraction

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I'd like to add refractions to my water. Underneath I submitted code I use for rendering reflections. I thought that to do refractions it would be enough to invert m_plClip normal but then my refractions are moving with the camera. Proper ones are however visible below the water surface. I'd be grateful for any suggestions what's wrong.
m_matNewView=matView;
D3DXMatrixIdentity(&m_matReflect);

float fLevel=woda->GetWaterLevel();

D3DXPlaneFromPointNormal(&m_plReflect,						             &D3DXVECTOR3(0.0f, fLevel, 0.0f),
			       &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

D3DXPlaneFromPointNormal(&m_plClip,
                         &D3DXVECTOR3(0.0f, fLevel, 0.0f),
                         &D3DXVECTOR3(0.0f, -1.0f, 0.0f));

D3DXMatrixReflect(&m_matReflect, &m_plReflect);
matView=m_matReflect*matView;

D3DXPlaneNormalize(&m_plClip, &m_plClip);

D3DXMatrixInverse(&m_mView, NULL, &m_matNewView);
D3DXMatrixTranspose(&m_mView, &m_mView);
D3DXMatrixInverse(&m_mProj, NULL, &matProj);
D3DXMatrixTranspose(&m_mProj, &m_mProj);
D3DXPlaneTransform(&m_plClip, &m_plClip, &(m_mView*m_mProj));

D3DDev->SetClipPlane(0, (float*)m_plClip);
D3DDev->SetRenderState(D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0);

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Here is how I render my ocean:


void DX9_Water::Render(DX9_Texture *tex)
{
// MATERIAL
GFX.lpDevice -> SetMaterial(&material);

// REFLECTION
GFX.lpDevice -> SetTexture(1, lpReflectionTexture);
GFX.lpDevice -> SetTextureStageState(1,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION);
GFX.lpDevice -> SetTextureStageState(1,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT3 | D3DTTFF_PROJECTED);
GFX.lpDevice -> SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
GFX.lpDevice -> SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

// REMAP
if(GFX.KeyDown(DIK_K))RE-=0.01f;
if(GFX.KeyDown(DIK_L))RE+=0.01f;

GFX.lpDevice -> SetTransform(D3DTS_TEXTURE1, &matRemap);

// BUMPWAVES
tex->Use(0);
GFX.lpDevice -> SetTextureStageState(0,D3DTSS_TEXCOORDINDEX,0);

// Left right
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVMAT00, F2DW(0)); //xscale
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVMAT10, F2DW(0)); //xpos
// Up down
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVMAT01, F2DW(-fBlurryFactor)); // ypos
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVMAT11, F2DW(-fBlurryFactor)); // yscale
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) );
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_BUMPENVLOFFSET, F2DW(0) );
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );

GFX.lpDevice -> SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);

GFX.lpDevice -> SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
GFX.lpDevice -> SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT );

// NO CULL
GFX.lpDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// TRANSPARENCY
GFX.lpDevice -> SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
GFX.lpDevice -> SetRenderState(D3DRS_LIGHTING, 1);
GFX.lpDevice -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
GFX.lpDevice -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

GFX.lpDevice -> SetFVF(VertexFVF);
GFX.lpDevice -> DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, dwNumVertices, dwNumIndices / 3, indices,D3DFMT_INDEX16, vertices, sizeof(Vertex));

GFX.dwPolygonsRendered += dwNumIndices / 3;
GFX.lpDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );

GFX.lpDevice -> SetTextureStageState(0,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE);
GFX.lpDevice -> SetTextureStageState(0,D3DTSS_TEXCOORDINDEX,0);
GFX.lpDevice -> SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
GFX.lpDevice -> SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
}



Try it, and say what you like. Though I'm having problems with that. You'll notice them when you try... :)

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Wow, that's a lot of fixed function stuff. I bet that would be much simpler to do in a shader. But then it wouldn't support those older cards right.

As to the original question, are you using that same clip plane to render everything? You are transforming it into clip space, which is only appropriate for objects drawn with shaders. With FFP, you have to specifiy the clip plane in world space.

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This topic is 4161 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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