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{{CD|CFuncReflectiveGlass|file1=func_reflective_glass.cpp}}
{{wrongtitle|title=func_reflective_glass}}
[[File:Reflectiveglass0000.jpg|thumb|250px|func_reflective_glass (Note how NPC's and env effects are reflected)]]
{{this is a|brush entity|name=func_reflective_glass|since=Source 2007}}


== Entity description ==
It is used to produce perfectly reflective glass that renders world + entities. You must use a '''[[LightmappedReflective]]''' texture ({{file|glass/reflectiveglass001|vmt}} is a good start) on one side of the brush, and the rest of the sides either [[Tool textures|nodraw]] or some other opaque texture for this to work properly.
A [[brush entity]] entity used to produce perfectly reflective glass that renders world + entities.
It is functionally identical to [[Water (shader)|expensive water shaders]], but typically used with opaque, flat materials.


Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces.
{{OtherKIO|func_brush|All}}


'''See''' hl2/materials/glass/reflectiveglass001.vmt for an example.
== Bugs and caveats ==
 
{{note|This entity will not show a player their own reflection in first person (except in {{gmod|4}}). It will only show if the client is rendering their own player model (e.g. In third person)}}
{{note|Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.}}
{{note|This entity may be constructed from more than one brush, but all [[LightmappedReflective]] faces must be on the same {{w|Plane (geometry)|plane}} to work as intended.}}
 
{{Bug|1=[[CSM]] shadows do not render on the brush.|since=csgo}}
== Availability ==
{{Bug|This entity will always be drawn in front of translucent textures, including particles and sprites.}}
{{in game|brush}} {{game|TF2}} <!-- At least in TF2... I don't know if it's available in more games ... ? -->
{{Bug|This entity will cease to render or cause visual artifacts if expensive water and/or [[func_areaportal]]s are in a visible visleaf (meaning they can see each other).}}
 
{{Bug|If more than one face of this brush entity contain a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure ''exactly one'' surface has the reflective texture. All others must be opaque.}}
== External links ==    <!-- only for initial reference...can be removed  -->
{{Bug|hidetested=1|In {{portal|4}}, unless <code>r_portal_stencil_depth</code> is set to 0 (which disables portal rendering):
* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage  {{warning|BIG screenshots}}]
* Having linked portals present near the mirror, or if they are present anywhere within the players' view range (even if they are not being reflected) will cause heavy visual artifacts. The effects are more intense if more portals are reflected and/or more portals are within the players' view range.
 
* The view through portals renders incorrectly or not at all when viewed through a mirror.
[[Category:Entities]]
* If a mirror is viewed through a portal, the mirror will still reflect based on the players' absolute position rather than the relative position from the other portal, which causes the mirror to display inaccurately.
[[Category:Brush Entities]]
* If <code>r_portal_stencil_depth</code> is greater than 2, the game may crash when attempting to look through portals that can see each other and the mirror.
}}
{{Bug|hidetested=1|In {{bms|2}}, [[LightmappedReflective]] doesn't work (shows [[wireframe]] instead of surface with reflection). Despite this, the entity still creates the reflection camera. This means that it still can heavily reduce performance. The [[True reflections under CSS|old (pre-2007) method]] can be used as a workaround, but only for floors.}}
{{Tip|To keep the framerate high, use [[trigger]]s to disable the entity while not needed.}}
== See also ==
*[[LightmappedReflective]], the material shader used for this entity.
* {{youtube|5NJMh5O-lIQ|page=watch|YouTube tutorial: How to make a mirror}}
* {{ent|prop_mirror}} {{portal2|only|addtext={{p2ce}}}}: an alternate method of creating an albeit simple real-time reflection

Latest revision as of 16:21, 12 November 2025

C++ Class hierarchy
CFuncReflectiveGlass
CFuncBrush
CBaseEntity
C++ func_reflective_glass.cpp
func_reflective_glass (Note how NPC's and env effects are reflected)

func_reflective_glass is a brush entity available in all Source Source games since Source 2007 Source 2007.

It is used to produce perfectly reflective glass that renders world + entities. You must use a LightmappedReflective texture (🖿glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly. It is functionally identical to expensive water shaders, but typically used with opaque, flat materials.

Note.pngNote:All Keyvalues / Inputs / Outputs are same as func_brush.

Bugs and caveats

Note.pngNote:This entity will not show a player their own reflection in first person (except in Garry's Mod Garry's Mod). It will only show if the client is rendering their own player model (e.g. In third person)
Note.pngNote:This entity may be constructed from more than one brush, but all LightmappedReflective faces must be on the same Wikipedia icon plane to work as intended.
Icon-Bug.pngBug:CSM shadows do not render on the brush.  [todo tested in ?]
Icon-Bug.pngBug:This entity will always be drawn in front of translucent textures, including particles and sprites.  [todo tested in ?]
Icon-Bug.pngBug:This entity will cease to render or cause visual artifacts if expensive water and/or func_areaportals are in a visible visleaf (meaning they can see each other).  [todo tested in ?]
Icon-Bug.pngBug:If more than one face of this brush entity contain a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure exactly one surface has the reflective texture. All others must be opaque.  [todo tested in ?]
Icon-Bug.pngBug:In Portal Portal, unless r_portal_stencil_depth is set to 0 (which disables portal rendering):
  • Having linked portals present near the mirror, or if they are present anywhere within the players' view range (even if they are not being reflected) will cause heavy visual artifacts. The effects are more intense if more portals are reflected and/or more portals are within the players' view range.
  • The view through portals renders incorrectly or not at all when viewed through a mirror.
  • If a mirror is viewed through a portal, the mirror will still reflect based on the players' absolute position rather than the relative position from the other portal, which causes the mirror to display inaccurately.
  • If r_portal_stencil_depth is greater than 2, the game may crash when attempting to look through portals that can see each other and the mirror.
Icon-Bug.pngBug:In Black Mesa Black Mesa, LightmappedReflective doesn't work (shows wireframe instead of surface with reflection). Despite this, the entity still creates the reflection camera. This means that it still can heavily reduce performance. The old (pre-2007) method can be used as a workaround, but only for floors.
Tip.pngTip:To keep the framerate high, use triggers to disable the entity while not needed.

See also