Code archives/3D Graphics - Effects/Specular reflections

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Specular reflections by fredborg
(Posted 20 years ago)
You will need some textures, which is really the important bit. So first download this .zip it contains the source as well.

The trick is that the "specular" texture should be completely white and have an alpha channel that masks it. Then the specular material should be competely black and additive, but have a high shininess value. And that's it really.

Have fun!
;
; How to make nice specular reflections with DirectX7 tech...
; Created by Mikkel Fredborg
; Use as you please!
;

Graphics3D 640,480,0,2
SetBuffer BackBuffer()

;
; Textures
ClearTextureFilters
Local tex_dif	= LoadTexture("Road_Diffuse.png",1+8)
Local tex_spc	= LoadTexture("Road_Specular.png",1+2+8)

;
; Diffuse material
Local brush_dif = CreateBrush()
BrushTexture(brush_dif,tex_dif)
BrushShininess(brush_dif,0.02)

;
; Specular material
Local brush_spc = CreateBrush()
BrushTexture(brush_spc,tex_spc)
BrushBlend(brush_spc,3)
BrushColor(brush_spc,0,0,0)
BrushShininess(brush_spc,0.5)

;
; Roads
Local road_dif = CreateRoad(5,20,8,32)
PaintEntity road_dif,brush_dif
Local road_spc = CreateRoad(5,20,8,32)
PaintEntity road_spc,brush_spc
PositionEntity road_spc,0,0.01,0

;
; Light
Local light = CreateLight(2)
PositionEntity light,1,40,200
LightColor light,200,200,160

AmbientLight 60,70,90

;
; Camera
Local cam = CreateCamera()
PositionEntity cam,0,2,0
RotateEntity cam,20,0,0

;
; Action!
While Not KeyHit(1)

	TranslateEntity cam,(KeyDown(205)-KeyDown(203))*0.1,0.0,(KeyDown(200)-KeyDown(208))*0.1

	RenderWorld
	Flip

Wend

End

Function CreateRoad(w#,d#,xseg,zseg)

	Local mesh = CreateMesh()
	Local surf = CreateSurface(mesh)
	
	Local hw# = w/2.0
	Local hd# = d/2.0
	
	Local dx# = 0.0
	Local dz# = 0.0
	
	Local vscale# = zseg / Float(xseg)
	
	For x = 0 To xseg
		dx = x / Float(xseg)
		For z = 0 To zseg
			dz = z / Float(zseg)
			v = AddVertex(surf,dx*w - hw, 0.0, dz*d - hd, dx, dz*vscale)
			VertexNormal(surf,v,0,1,0)
		Next
	Next

	For x = 0 To xseg-1
		For z = 0 To zseg-1
			v0 = x*(zseg+1) + z			
			v1 = x*(zseg+1) + z + 1		
			v2 = (x+1)*(zseg+1) + z + 1	
			v3 = (x+1)*(zseg+1) + z		 
			AddTriangle(surf,v0,v1,v2)
			AddTriangle(surf,v0,v2,v3)
		Next
	Next	

	Return mesh

End Function