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tbResult CGame::Render(float fTime)
{
tbMatrix mWorld;
tbMatrix mProjection;
tbMatrix mCamera;
D3DLIGHT9 CamLight;
tbVector3 vCameraPos;
tbVector3 vCameraLookAt;
// Puffer leeren und Szene beginnen
tbDirect3D& D3D = tbDirect3D::Instance();
D3D->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f, 0.0f, 0.0f), 1.0f, 0);
D3D->BeginScene();
// Projektionsmatrix erstellen und aktivieren
mProjection = tbMatrixProjection(TB_DEG_TO_RAD(70.0f),
D3D.GetAspect(),
0.1f, 50.0f);
D3D.SetTransform(D3DTS_PROJECTION, mProjection);
// Kamera hinter dem Schläger
vCameraPos = m_vPaddlePos + tbVector3(0.f,10.0f,-5.0f);
// Kameramatrix erstellen und aktivieren
mCamera = tbMatrixCamera(vCameraPos, vCameraLookAt);
D3D.SetTransform(D3DTS_VIEW, mCamera);
// Richtungslicht mit der Richtung der Kamera erstellen und aktivieren
ZeroMemory(&CamLight, sizeof(D3DLIGHT9));
CamLight.Type = D3DLIGHT_DIRECTIONAL;
CamLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f);
CamLight.Specular = tbColor(1.0f, 1.0f, 1.0f);
CamLight.Direction = vCameraLookAt - vCameraPos;
D3D->SetLight(0, &CamLight);
D3D->LightEnable(0, TRUE);
// Schwache grüne Hintergrundbeleuchtung
D3D.SetRS(D3DRS_AMBIENT,tbColor(0.1f,0.25f,0.1f));
D3D.SetTransform(D3DTS_WORLD, tbMatrixIdentity());
m_pLevelModel->Render();
// Schläger rendern
D3D.SetTransform(D3DTS_WORLD, tbMatrixTranslation(m_vPaddlePos));
m_pPaddleModel->Render();
// Wenn pausiert, Pause anzeigen
if(m_pPaused)
{
g_pFlash->m_pFont1->Begin();
g_pFlash->m_pFont1->DrawTextA(tbVector2(0.5f,0.5f),"Pause",TB_FF_ALIGN_HCENTER | TB_FF_ALIGN_VCENTER | TB_FF_RELATIVE |TB_FF_RELATIVESCALING);
g_pFlash->m_pFont1->End();
}
// Scene beenden
D3D->EndScene();
return TB_OK;
}
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