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tbResult Render(float fNumSecsPassed) { HRESULT hResult; tbMatrix mWorld; tbMatrix mCamera; if(FAILED(hResult = g_pD3DDevice->Clear(0,NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(63, 0, 63),1.0f,0))) { TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP); } g_pD3DDevice->BeginScene(); //Kameramatrix mCamera=tbMatrixCamera(g_vCamPos, g_vCamPos+tbVector3(sinf(g_fCamAngle),0.0f,cosf(g_fCamAngle)), tbVector3(0.0f,1.0f,0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera)); // Sky-Box zeichnen ////////////////////////////////////////////////////////////////////// // States setzen g_pD3DDevice->SetRenderState(D3DRS_LIGHTING,FALSE); g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); g_pD3DDevice->SetTexture(0,g_pEnvMap); //g_pD3DDevice->SetTexture(1,NULL); mWorld=tbMatrixTranslation(g_vCamPos); g_pD3DDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)(&mWorld)); if(FAILED(hResult = g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,8,12, g_ausSkyBoxIndex,D3DFMT_INDEX16,g_aSkyBoxVertex,sizeof(SVertex)))) { // Fehler beim Zeichnen! TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitiveUP", hResult, TB_ERROR); } // Die Meshes /////////////////////////////////////////////////////////////////////////// g_pD3DDevice->SetRenderState(D3DRS_LIGHTING,TRUE); g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); // Material und Licht D3DMATERIAL9 Material; D3DLIGHT9 PointLight; Material.Ambient=tbColor(0.0f,1.0f,1.0f); Material.Diffuse=tbColor(0.0f,0.0f,1.0f); Material.Emissive=tbColor(1.0f,1.0f,1.0f); Material.Power=30.0f; Material.Specular=tbColor(0.0f,1.0f,1.0f); g_pD3DDevice->SetMaterial(&Material); ZeroMemory(&PointLight,sizeof(D3DLIGHT9)); PointLight.Ambient=tbColor(1.0f,1.0f,1.0f); PointLight.Attenuation0=0.0f; PointLight.Attenuation1=0.025f; PointLight.Attenuation2=0.0f; PointLight.Type=D3DLIGHT_POINT; PointLight.Position=tbVector3(0.0f,0.0f,0.0f); PointLight.Specular=tbColor(0.0f,0.0f,1.0f); PointLight.Diffuse=tbColor(0.0f,1.0f,1.0f); PointLight.Range=1000.0f; g_pD3DDevice->SetLight(0,&PointLight); g_pD3DDevice->LightEnable(0,TRUE); g_pD3DDevice->SetTextureStageState(0,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR); g_pD3DDevice->SetTextureStageState(0,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT3); // Boden zeichnen //////////////////////////////////////////////////////////////////////// mWorld=tbMatrixScaling(tbVector3(10.0f))*tbMatrixTranslation(tbVector3(0.0f,-4.0f,0.0f)); g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld)); g_pD3DDevice->SetTexture(0,g_pTexture2); //g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR); g_pGroundModel->DrawSubset(0); g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); g_pD3DDevice->EndScene(); g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } |