This method enables or disables the transparency refraction setting for the camera. This effect will make transparent surfaces appear to bend light as it passes through them.
Parameter | Description |
---|---|
mode | true to enable transparency refraction or false to disable it |
-- Get the displays
local displays = GetDisplays()
-- Create window
local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR)
-- Create framebuffer
local framebuffer = CreateFramebuffer(window)
-- Create world
local world = CreateWorld()
world:SetAmbientLight(0.05)
-- Set environment maps
local remotepath = "https://raw.githubusercontent.com/Leadwerks/Documentation/master/Assets"
local specmap = LoadTexture(remotepath .. "/Materials/Environment/Storm/specular.dds")
local diffmap = LoadTexture(remotepath .. "/Materials/Environment/Storm/diffuse.dds")
world:SetEnvironmentMap(specmap, ENVIRONMENTMAP_BACKGROUND)
world:SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR)
world:SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE)
-- Create light
local light = CreateBoxLight(world)
light:SetRotation(45, 35, 0)
light:SetArea(30, 30)
light:SetRange(-20, 20)
-- Create camera
local camera = CreateCamera(world)
camera:SetFov(70)
camera:SetPosition(0, 1.5, -4)
camera:SetClearColor(0.125)
camera:SetRefraction(true)
-- Create the scene
local floor = CreateBox(world, 20, 1, 20)
floor:SetPosition(0, -0.5, 0)
local floormtl = CreateMaterial()
floormtl:SetTexture(LoadTexture(remotepath .. "/Materials/tiles.dds"))
floor:SetMaterial(floormtl)
local drag = LoadModel(world, remotepath .. "/Models/Stanford/dragon.glb")
drag:SetScale(0.1)
drag:SetColor(1, 1, 1, 1, true)
-- Transparent material
local mtl = CreateMaterial()
mtl:SetColor(1, 1, 1, 0.5)
mtl:SetMetalness(0.5)
mtl:SetRoughness(0.5)
mtl:SetTransparent(true)
drag:SetMaterial(mtl, true)
local camerarotation = Vec3(0)
local axis = window:GetMouseAxis()
-- Main loop
while window:Closed() == false and window:KeyDown(KEY_ESCAPE) == false do
-- Camera rotate controls
local newpos = window:GetMouseAxis()
local diff = newpos - axis
axis = newpos
camerarotation.x = camerarotation.x + diff.y * 100.0
camerarotation.y = camerarotation.y + diff.x * 100.0
camera:SetPosition(0, 1.5, 0)
camera:SetRotation(camerarotation)
camera:Move(0, 0, -4)
world:Update()
world:Render(framebuffer)
end