📄 testbullet.cpp
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//-----------------------------------------------------------------------------------------------------------
// File : TestBullet.cpp
//
//-----------------------------------------------------------------------------------------------------------
#include "StdAfx.h"
CTestBullet::CTestBullet()
{
}
CTestBullet::~CTestBullet()
{
}
HRESULT CTestBullet::CreateBullet(CMCModel *pModel,_WEAPON_DATA *pBulletInfo, D3DXVECTOR3 vStartPos)
{
// Light Setting
ZeroMemory(&m_Mtrl, sizeof(D3DMATERIAL9));
m_Mtrl.Diffuse.r = m_Mtrl.Ambient.r = 1.0f;
m_Mtrl.Diffuse.g = m_Mtrl.Ambient.g = 1.0f;
m_Mtrl.Diffuse.b = m_Mtrl.Ambient.b = 1.0f;
m_Mtrl.Diffuse.a = m_Mtrl.Ambient.a = 1.0f;
// 扼捞飘 汲沥
D3DXVECTOR3 vecDir;
ZeroMemory(&m_Light, sizeof(D3DLIGHT9));
m_Light.Type = D3DLIGHT_DIRECTIONAL; // 促捞发记 堡盔~
m_Light.Diffuse.r = 1.0f; m_Light.Diffuse.g = 1.0f; m_Light.Diffuse.b = 1.0f;
m_Light.Range = 10.0f;
vecDir = D3DXVECTOR3(0.0f,0.0f,0.0f);
D3DXVec3Normalize((D3DXVECTOR3*)&m_Light.Direction, &vecDir);
return CBullet::CreateBullet(pModel,pBulletInfo,vStartPos);
}
BOOL CTestBullet::Render()
{
// 阿辆 捞棋飘 罚歹绰 夸扁辑
m_pd3dDevice->LightEnable(0, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// m_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff);
// m_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00909090);
m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// m_pd3dDevice->SetMaterial(&m_Mtrl);
// m_pd3dDevice->SetLight(0, &m_Light);
return CBullet::Render();
}
BOOL CTestBullet::FrameMove()
{
return CBullet::FrameMove();
}
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