add light
This commit is contained in:
+6
-1
@@ -1,7 +1,10 @@
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#include "Light.h"
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UINT Light::init()
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UINT Light::init(D3DLIGHT9& lightData, UINT id)
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{
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_lightData = lightData;
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_id = id;
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return 0;
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}
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@@ -11,6 +14,8 @@ void Light::update(FLOAT dt)
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void Light::render(IDirect3DDevice9* pD3DDevice)
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{
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pD3DDevice->SetLight(_id, &_lightData);
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pD3DDevice->LightEnable(_id, TRUE);
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}
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void Light::deInit()
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+5
-1
@@ -4,9 +4,13 @@
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class Light
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{
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public:
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UINT init();
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UINT init(D3DLIGHT9& lightData, UINT id = 0);
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void update(FLOAT dt);
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void render(IDirect3DDevice9* pD3DDevice);
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void deInit();
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private:
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D3DLIGHT9 _lightData = {};
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UINT _id = 0;
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};
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@@ -11,6 +11,16 @@ UINT Material::init(IDirect3DDevice9* pD3DDevice, LPCWSTR textureFileName)
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HRESULT hr = CreateWICTextureFromFile(pD3DDevice, textureFileName, &_pTexture, 0, WIC_LOADER_MIP_AUTOGEN);
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CheckFailed(hr, 600);
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// set material
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D3DMATERIAL9 material = {};
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material.Ambient = { 1.0f, 1.0f, 1.0f, 1.0f };
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material.Diffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
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material.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
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material.Emissive = { 0.0f, 0.0f, 0.0f, 1.0f };
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material.Power = 1024.0f;
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pD3DDevice->SetMaterial(&material);
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return 0;
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}
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+5
-4
@@ -123,10 +123,11 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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//// quad with trianglefan
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//// quad with trianglelist & index buffer
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pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f, 0.0f, 0.0f);
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pVertices[1] = Vertex(0.5f, 0.5f, 0.0f, 1.0f, 0.0f);
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pVertices[2] = Vertex(0.5f, -0.5f, 0.0f, 1.0f, 1.0f);
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pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f, 0.0f, 1.0f);
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// uv & normal
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pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
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pVertices[1] = Vertex(0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
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pVertices[2] = Vertex(0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
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pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
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//// cube with color
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//// front
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+11
-5
@@ -1,7 +1,7 @@
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#pragma once
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#include <d3d9.h>
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#define FVF D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1
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#define FVF D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_NORMAL
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struct Vertex
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{
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@@ -9,13 +9,19 @@ struct Vertex
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FLOAT y;
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FLOAT z;
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FLOAT nx;
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FLOAT ny;
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FLOAT nz;
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D3DCOLOR color;
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FLOAT u;
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FLOAT v;
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Vertex() : x(0.0f), y(0.0f), z(0.0f), color(0xFFFFFFFF), u(0.0f), v(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(0.0f), v(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z, UINT r, UINT g, UINT b) : x(_x), y(_y), z(_z), color(D3DCOLOR_XRGB(r, g, b)), u(0.0f), v(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _u, FLOAT _v) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(_u), v(_v) {}
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Vertex() : x(0.0f), y(0.0f), z(0.0f), color(0xFFFFFFFF), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z, UINT r, UINT g, UINT b) : x(_x), y(_y), z(_z), color(D3DCOLOR_XRGB(r, g, b)), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _u, FLOAT _v) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(_u), v(_v), nx(0.0f), ny(0.0f), nz(0.0f) {}
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Vertex(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _nx, FLOAT _ny, FLOAT _nz, FLOAT _u, FLOAT _v) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(_u), v(_v), nx(_nx), ny(_ny), nz(_nz) {}
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};
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+12
-2
@@ -34,7 +34,10 @@ int WINAPI WinMain(
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// set render states
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d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, FALSE);
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d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
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d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
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d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
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// 3. create a mesh
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Mesh mesh = {};
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@@ -58,7 +61,14 @@ int WINAPI WinMain(
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// 7. create light source
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Light light = {};
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error = light.init();
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D3DLIGHT9 lightData = {};
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lightData.Type = D3DLIGHT_DIRECTIONAL;
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lightData.Direction = { 0.0f, 0.0f, 1.0f };
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lightData.Diffuse = { 0.5f, 0.5f, 0.5f, 1.0f };
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lightData.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
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lightData.Ambient = { 0.2f, 0.2f, 0.2f, 1.0f };
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error = light.init(lightData);
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CheckError(error);
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// 8. run application
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