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tbResult Render(float fTimePassed) { HRESULT hResult; tbMatrix mWorld; D3DLIGHT9 PointLight; D3DMATERIAL9 Material; g_pD3DDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mWorld); if (FAILED(hResult=g_pD3DDevice->Clear(0,NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(50,50,100),1,0))) { TB_ERROR_DIRECTX("g_pD3DDevice->Clear",hResult,TB_STOP); } g_pD3DDevice->BeginScene(); ZeroMemory(&PointLight, sizeof(D3DLIGHT9)); PointLight.Type = D3DLIGHT_SPOT; // Punktlicht PointLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f); // Streufarbe PointLight.Ambient = tbColor(1.0f, 1.0f, 1.0f); // Hintergrundfarbe PointLight.Specular = tbColor(1.0f, 1.0f, 1.0f); // Glanzfarbe PointLight.Position = tbVector3(0.0f, 0.0f, 0.0f); // Position PointLight.Range = 1000.0f; // 1000 Einheiten Reichweite PointLight.Attenuation0 = 0.0f; // Lichtabschwächung PointLight.Attenuation1 = 0.025f; // ... PointLight.Attenuation2 = 0.0f; PointLight.Direction = tbVector3(0.0f,0.0f,1.0f); PointLight.Theta = TB_DEG_TO_RAD(10.0f); PointLight.Phi = TB_DEG_TO_RAD(20.0f); // Globales schwaches rotes Hintergrundlicht einstellen //g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, tbColor(0.0f, 0.0f, 0.25.0f)); // Licht einsetzen und aktivieren g_pD3DDevice->SetLight(0, &PointLight); g_pD3DDevice->LightEnable(0, TRUE); Material.Diffuse = tbColor(0.75f,0.75f,0.75f); // Streufarbe Material.Ambient = tbColor(0.25f,0.25f,0.25f); // Hintergrundfarbe Material.Emissive = tbColor( 0.5f, 0.5f, 0.0f); // Eigenfarbe Material.Specular = tbColor(0.25f,0.25f,0.25f); // Glanzfarbe Material.Power = 50.0f; // Glanzfaktor // Das Material einsetzen g_pD3DDevice->SetMaterial(&Material); //Rotierende Kugel zeichnen mWorld= tbMatrixRotationX(TB_DEG_TO_RAD(g_fTime*90.0f)) * tbMatrixTranslation(tbVector3(0.0f,0.0f,4.0f)); g_pD3DDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mWorld); g_pD3DDevice->SetTexture(0,g_pTexture); g_pBoxModel->DrawSubset(0); /*mWorld= tbMatrixRotation(TB_DEG_TO_RAD(g_fTime*90.0f)) * tbMatrixTranslation(PointLight.Position-1.0f); g_pD3DDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&mWorld); Material.Diffuse = tbColor(0.0f,0.0f,1.0f); // Streufarbe Material.Ambient = tbColor(0.0f,0.0f,1.0f); // Hintergrundfarbe Material.Emissive = tbColor(0.0f,0.0f,1.0f); // Eigenfarbe g_pD3DDevice->SetMaterial(&Material); g_pPocketLightModel->DrawSubset(0);*/ g_pD3DDevice->EndScene(); g_pD3DDevice->Present(NULL,NULL,NULL,NULL); return TB_OK; } tbResult Move(float fTimePassed) { g_fTime+=fTimePassed; return TB_OK; } tbResult InitScene() { HRESULT hResult; float fAspect=(float)(g_Direct3DParameters.VideoMode.Width) / (float)(g_Direct3DParameters.VideoMode.Height); tbMatrix mProjection=tbMatrixProjection(TB_DEG_TO_RAD(90.0f),fAspect,0.1f,100.0f); g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); g_pD3DDevice->SetTransform(D3DTS_PROJECTION,(D3DMATRIX*)&mProjection); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING,TRUE); g_pD3DDevice->SetRenderState(D3DRS_SPECULARENABLE,TRUE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE); if (FAILED(hResult=D3DXCreateTextureFromFileEx(g_pD3DDevice,"BMP\\bolts.bmp",D3DX_DEFAULT, D3DX_DEFAULT,D3DX_DEFAULT,0,D3DFMT_UNKNOWN,D3DPOOL_MANAGED, D3DX_FILTER_NONE,D3DX_DEFAULT,0,NULL,NULL,&g_pTexture))) { TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx",hResult,TB_STOP); } if (FAILED(hResult=D3DXLoadMeshFromX("Pocketlight.x",D3DXMESH_MANAGED,g_pD3DDevice, NULL,NULL,NULL,NULL,&g_pPocketLightModel))) { TB_ERROR_DIRECTX("D3DXLoadMeshFromX",hResult,TB_STOP); } if (FAILED(hResult=D3DXLoadMeshFromX("Test2.x",D3DXMESH_MANAGED,g_pD3DDevice, NULL,NULL,NULL,NULL,&g_pBoxModel))) { TB_ERROR_DIRECTX("D3DXLoadMeshFromX",hResult,TB_STOP); } return TB_OK; } |
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