activate specular highlights

This commit is contained in:
2025-11-19 09:20:20 +01:00
parent 5e31638fb8
commit 9134d2dc40
2 changed files with 6 additions and 5 deletions
+3 -3
View File
@@ -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
View File
@@ -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);