activate specular highlights
This commit is contained in:
+3
-3
@@ -31,12 +31,12 @@ void Mesh::update(FLOAT dt)
|
|||||||
static FLOAT x = 0.0f;
|
static FLOAT x = 0.0f;
|
||||||
static FLOAT y = 0.0f;
|
static FLOAT y = 0.0f;
|
||||||
static FLOAT z = 0.0f;
|
static FLOAT z = 0.0f;
|
||||||
static FLOAT pitch = 0.2f; // x axis
|
static FLOAT pitch = 0.0f; // x axis
|
||||||
static FLOAT yaw = 0.0f; // y axis
|
static FLOAT yaw = 0.0f; // y axis
|
||||||
static FLOAT roll = 0.4f; // z axis
|
static FLOAT roll = 0.0f; // z axis
|
||||||
static FLOAT scale = 1.0f;
|
static FLOAT scale = 1.0f;
|
||||||
|
|
||||||
yaw += 1.0f * dt;
|
//yaw += 1.0f * dt;
|
||||||
//scale += 0.001f * dt;
|
//scale += 0.001f * dt;
|
||||||
|
|
||||||
FLOAT move = 1.0f * dt;
|
FLOAT move = 1.0f * dt;
|
||||||
|
|||||||
+3
-2
@@ -39,6 +39,7 @@ int WINAPI WinMain(
|
|||||||
// set render states
|
// set render states
|
||||||
d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
||||||
d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
|
d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
|
||||||
|
d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
|
||||||
d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||||
d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||||
d3d.getDevice()->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
d3d.getDevice()->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||||
@@ -68,9 +69,9 @@ int WINAPI WinMain(
|
|||||||
D3DLIGHT9 data = {};
|
D3DLIGHT9 data = {};
|
||||||
data.Type = D3DLIGHT_DIRECTIONAL;
|
data.Type = D3DLIGHT_DIRECTIONAL;
|
||||||
data.Direction = { 0.0f, 0.0f, 1.0f };
|
data.Direction = { 0.0f, 0.0f, 1.0f };
|
||||||
data.Diffuse = { 0.0f, 0.0f, 0.0f, 1.0f };
|
data.Diffuse = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||||
data.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
|
data.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||||
data.Ambient = { 0.1f, 0.1f, 0.5f, 1.0f };
|
data.Ambient = { 0.1f, 0.1f, 0.1f, 1.0f };
|
||||||
error = light.init(data);
|
error = light.init(data);
|
||||||
CheckError(error);
|
CheckError(error);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user