hi,
some one can give me a code of Reflaction shading??
thanks!
Posted By: zSteam_
Re: Reflaction map - 08/09/04 18:23
hi
here is my german code :
bmap bcube=<cube+6.tga>;
function mtl_envmap_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}
function mtl_envmap_init()
{
//...maybe you should copy the mat_model properties here...
bmap_to_cubemap(mtl.skin1);
mtl.event=mtl_envmap_view;
mtl.enable_view=on;
}
material mtl_envmap
{
skin1=bcube;
event=mtl_envmap_init;
effect=
"
texture entSkin1;
texture mtlSkin1;
matrix matMtl;
technique envmap
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<mtlSkin1>;
zWriteEnable=true;
alphaBlendEnable=false;
colorArg1[0]=Texture;
colorOp[0]=Modulate2x;
colorArg2[0]=Diffuse;
colorArg1[1]=Texture;
textureFactor=0x90FFFFFF; // -> C0=75%, 80=50%, 40=25% (alpha)
colorOp[1]=blendFactorAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;
texCoordIndex[1]=cameraSpaceReflectionVector;
textureTransformFlags[1]=Count3;
textureTransform[1]=<matMtl>; // transform camera space back to world space
}
}
";
}
action cubic
{
my.shadow=on;
my.material=mtl_envmap;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
function mtl_enmap_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}
function mtl_enmap_init()
{
//...maybe you should copy the mat_model properties here...
bmap_to_cubemap(mtl.skin1);
mtl.event=mtl_enmap_view;
mtl.enable_view=on;
}
material mtl_enmap
{
skin1=bcube;
event=mtl_enmap_init;
effect=
"
texture entSkin1;
texture mtlSkin1;
matrix matMtl;
technique enmap
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<mtlSkin1>;
zWriteEnable=true;
alphaBlendEnable=false;
colorArg1[0]=Texture;
colorOp[0]=Modulate2x;
colorArg2[0]=Diffuse;
colorArg1[1]=Texture;
colorOp[1]=blendCurrentAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;
texCoordIndex[1]=cameraSpaceReflectionVector;
textureTransformFlags[1]=Count3;
textureTransform[1]=<matMtl>; // transform camera space back to world space
}
}
";
}
action chrom
{
my.shadow=on;
my.material=mtl_enmap;
}
its very nice effect but i didnt ment this i ment reflaction like mirror
Posted By: Nadester
Re: Reflaction map - 08/10/04 11:41
Use the A6 Pro's mirrors to make flat surfaces reflective. True reflections on models and such is way way too costly on the fps for real time games.
but i want to apply mirror on entity...
there is some way to get reflect what you see?
without env_map?
Posted By: Julius
Re: Reflaction map - 08/10/04 17:24
i'm pretty sure you can't do realtime reflections on entities without CEM (Cubic Environment Mapping)
Julian
Posted By: Blattsalat
Re: Reflaction map - 08/10/04 19:02
you could make a realitme screenshot (not really a shot but camera .views) every frame and render to texture the result.
I think marco did somehting like that a time ago with a ball......might ask him for help.
Posted By: MMike
Re: Reflaction map - 08/10/04 22:00
I tryed that with a cube
and it is a bit slow..but its cool
Posted By: Nadester
Re: Reflaction map - 08/11/04 00:43
Yes, Marco wrote a tidbit for RenderToTexture on entities a while ago for lower Gamestudio versions. (Though A6 Pro already has the feature I believe).
Also, Cubic Enviromental Mapping is just a fake, it doesn't actually create realtime reflections.
if you cant find anything maybe some one have code to Water-Shader?