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ZeroMemory(&lLight, sizeof(D3DLIGHT9));
lLight.Type = D3DLIGHT_DIRECTIONAL;
lLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f);
lLight.Ambient = tbColor(1.0f, 1.0f, 1.0f);
lLight.Specular = tbColor(1.0f, 1.0f, 1.0f);
lLight.Direction = tbVector3Normalize(vCameraLookAt-vCameraPos);
D3D->SetLight(0, &lLight);
D3D->LightEnable(0, true);
ZeroMemory(&lSloMo, sizeof(D3DLIGHT9));
lSloMo.Type = D3DLIGHT_DIRECTIONAL;
lSloMo.Diffuse = tbColor(0.1f, 0.9f, 0.3f);
lSloMo.Ambient = tbColor(0.1f, 0.9f, 0.3f);
lSloMo.Specular = tbColor(0.2f, 1.0f, 0.2f);
lSloMo.Direction = tbVector3Normalize(vCameraLookAt- vCameraPos);
D3D->SetLight(1, &lSloMo);
D3D.SetRS(D3DRS_AMBIENT, tbColor(1.0f, 1.0f, 1.0f));
m_sBox.Render(vCameraPos);
D3D.SetTransform(D3DTS_WORLD, tbMatrixIdentity());
m_pLevelModel->Render();
D3D.SetTransform(D3DTS_WORLD, tbMatrixTranslation(m_vPaddlePos));
m_pPaddleModel->Render();
if(m_bSloMo == true)
{
D3D->LightEnable(0, false);
D3D->LightEnable(1, true);
}
else
{
D3D->LightEnable(1, false);
}
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