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);
Problem with water refraction
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.
Here is how I render my ocean:
Try it, and say what you like. Though I'm having problems with that. You'll notice them when you try... :)
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... :)
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.
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.
This topic is closed to new replies.
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