Jump to content
  • Advertisement
Sign in to follow this  
Master of Riddles

Problem with water refraction

This topic is 4448 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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);

Share this post


Link to post
Share on other sites
Advertisement
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... :)

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!