Linderdaum Engine reflections rendering problems. Help is needed.

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0 comments, last by GameDev.net 17 years, 6 months ago
I've got a strange rendering problem with my reflections. I render the world into an offscreen framebuffer and then apply a texture to an object. But it seems to be oriented somehow wrong. I guess it could be a problem with a correct modelview matrix calculation, but i was unable to fix it. Could anybody provide an idea what is going wrong and how to fix it? Texture matrix calculation looks as follows:

LMatrix4 clGLRenderDevice::ProjectReflectionTexture( const LMatrix4& Projection, const LMatrix4& ModelView ) const
{
   LMatrix4 Scale;
   LMatrix4 Translate;

   Translate.TranslationMatrix( LVector3(0.5f, 0.5f, 0.0f) );
   Scale.ScaleMatrix( LVector3(0.5f, 0.5f, 1.0f) );

   LMatrix4 TexProjectionMatrix = ModelView * Projection * Scale * Translate;

   return TexProjectionMatrix;
}


Vertex program:

varying vec3  vScaledPosition;
varying vec3  vViewVec;
varying vec3  vNormalES;

varying vec2  TexCoord0;
varying vec4  TexCoord1;

void main()
{
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

   /* Just output model coordinates for this so marble doesn't swim all over */
   vScaledPosition = gl_Vertex.xyz * 0.5;
   
   /* Put position and normal in eye space */
   vViewVec  = vec3(gl_ModelViewMatrix * gl_Vertex);
   vViewVec.z *=-1.0;
   vNormalES = gl_NormalMatrix * gl_Normal;

   TexCoord0 = vec2(gl_MultiTexCoord0);
   TexCoord1 = gl_TextureMatrix[0] * gl_Vertex;
}


Fragment program:

uniform sampler2D   Texture0;
uniform sampler3D   Texture1;
uniform sampler2D   Texture2;

varying vec3  vScaledPosition;
varying vec3  vViewVec;
varying vec3  vNormalES;

varying vec2  TexCoord0;
varying vec4  TexCoord1;

void main()
{
   vec4 color = vec4(1.0, 0.942717, 0.125152, 1.0); 

   vec4  light_pos = vec4( 5.6, 100.0, 2.6, 1.0 );
   vec4  light_color = vec4( 1.0, 1.0, 1.0, 1.0 );
   vec4  lightDir = vec4( 0.408250, 0.408250, 0.8165, 0.0 );

   float board = float( texture2D(Texture0, TexCoord0) );
   float noisy = texture3D(Texture1, vScaledPosition).x;

   /* Base marble color */
   float marble = (0.2 + 5.0 * abs(noisy - 0.5));

   vec3 normal = normalize(vNormalES);

   /* Simple lighting */
   vec3 reflectionVec = reflect(-normalize(vViewVec), normal);
   float diffuse = 0.5 * dot(lightDir.xyz, normal) + 0.5;
   float specular = pow(clamp(dot(reflectionVec, lightDir.xyz), 0.0, 1.0), 24.0);

   vec4 ReflectionColor = texture2DProj( Texture2, TexCoord1 );

   vec4 BoardColor = vec4(diffuse * board) + vec4(0.2 * marble) + vec4(marble * specular);

   gl_FragColor = 0.7 * BoardColor + 0.3 * ReflectionColor;
}


[Edited by - _Sergey_ on September 28, 2006 6:31:44 AM]
--Sergey K. Linderdaum Project Coordinator http://www.linderdaum.comsupport@linderdaum.com
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Any ideas?

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