Sign in to follow this  
Master of Riddles

Problem with water refraction

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
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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this