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Metzler

D3DLIGHT_POINT

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Hey Guys, I am trying, to get a little point light on my screen. The Problem is that no light appears on my screen. This is, what i do :
  
bool DX_Init(HWND hwnd)
{
	D3DDISPLAYMODE d3ddm;

	if ((pID3D8 = Direct3DCreate8(D3D_SDK_VERSION)) == NULL)
	{
		return false;
	}

	if (FAILED(pID3D8->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
	{
		return false;
	}

	D3DPRESENT_PARAMETERS D3DPP;
	ZeroMemory(&D3DPP, sizeof(D3DPP));
	D3DPP.SwapEffect				= D3DSWAPEFFECT_FLIP;
	D3DPP.Windowed					= false;
	D3DPP.BackBufferCount			= 1;
	D3DPP.MultiSampleType			= D3DMULTISAMPLE_NONE;
	D3DPP.EnableAutoDepthStencil	= true;
	D3DPP.AutoDepthStencilFormat	= D3DFMT_D16;
	D3DPP.hDeviceWindow				= hwnd;
	D3DPP.BackBufferWidth			= SCREEN_WIDTH;
	D3DPP.BackBufferHeight			= SCREEN_HEIGHT;
	D3DPP.BackBufferFormat			= d3ddm.Format;
	D3DPP.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	D3DPP.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;

	D3DPP.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;

	if (FAILED(pID3D8->CreateDevice(D3DADAPTER_DEFAULT,
						D3DDEVTYPE_HAL,
						hwnd,
						D3DCREATE_HARDWARE_VERTEXPROCESSING,
						&D3DPP,
						&pID3DDevice)))
	{
		return false;
	}
	
	pID3DDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pID3DBackBufferSurface8);
    pID3DDevice->SetRenderState(D3DRS_LIGHTING, true);
	pID3DDevice->SetRenderState(D3DRS_AMBIENT,  D3DCOLOR_XRGB(250, 250, 50));
    pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); 
	pID3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);  

	return true;
}

void DX_SetCamera()
{
	D3DXMATRIX matView;
	D3DXMatrixLookAtLH(&matView,&D3DXVECTOR3(0.0f, 0.0f,-30.0f),&D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
	pID3DDevice->SetTransform(D3DTS_VIEW, &matView);
}

void DX_SetProjection()
{
	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
	pID3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}

bool DX_Load_Lights()
{
	ZeroMemory(&D3D_Spot, sizeof(D3DLIGHT8));

	D3DVECTOR temp;
	temp.x = 0.0f;
	temp.y = 0.0f;
	temp.z = 1.0f;

	D3D_Spot.Type =	D3DLIGHT_POINT; 
	D3D_Spot.Position = temp;
	D3D_Spot.Diffuse.r = 0.5f;
	D3D_Spot.Diffuse.g = 0.5f;
	D3D_Spot.Diffuse.b = 0.5f;
	D3D_Spot.Range		= 15.0f;

	D3D_Spot.Attenuation0 = 0.0f;
	D3D_Spot.Attenuation1 = 1.0f;
	D3D_Spot.Attenuation2 = 0.0f;

	pID3DDevice->SetLight(0, &D3D_Spot);
	pID3DDevice->LightEnable(0, true);

	return true;
}

void DX_Render()
{
	if (pID3DDevice == NULL)
	{
		return;
	}
	pID3DDevice->BeginScene();
	pID3DDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f, 0);

	DX_SetCamera(); 
	DX_SetProjection();

	//SET Custom Polygon Format

	//pID3DDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX);


	//Render Polygons !

	//pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP , 1, &g_Vertex[0], sizeof(VERTEX));

	
	pID3DDevice->EndScene();
	pID3DDevice->Present(NULL, NULL, NULL, NULL);
}
  
I am really grateful for answers !

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No. Lights in DirectX are merely positions in space that determine how polygons should be shaded/illuminated. They are no ''physical'' objects, hence you cannot see them rendered. If you need to display lights, you can use a number of methods, such as a 3-D mesh or a 2-D billboarded sprite. You can even render a simple list of line primitives or points to represent the light in your scene.



Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX

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