; R- j/ _# D7 w* M0 y) N#ifdef __YENV - o, v& E$ W- `: ^ pLight->Diffuse.r *= 1.1f;4 Z5 s) Y% g" g- ?
pLight->Diffuse.g *= 1.1f; ( B+ V. g2 z+ ? pLight->Diffuse.b *= 1.1f; 3 b N8 \; n; h, T // oˉè* ??à? & t. m T, h, ~; ^ pLight->Specular.r = 2.0f; 6 U6 @/ L/ |! e4 x pLight->Specular.g = 2.0f; # l( D) }; Q0 k6 H pLight->Specular.b = 2.0f; 8 |( l7 \6 U$ W! a$ J. {- s // á?oˉ - Z- p% Y" C1 a$ [) T: s% e pLight->Ambient.r *= 1.0f; 1 J$ x/ d$ ?( B9 s: X- S pLight->Ambient.g *= 1.0f; 6 v5 n/ |6 W, i" [9 S. B pLight->Ambient.b *= 1.0f; 5 ~2 h/ A3 E5 G#else //__YENV " G8 Y8 o: z5 A" H pLight->Diffuse.r *= 1.1f;1 l' K9 F8 a) n# W9 D
pLight->Diffuse.g *= 1.1f; 1 R- x9 _+ B* Y" v7 @; w5 Y5 n pLight->Diffuse.b *= 1.1f; g* ]# l# j% W' q
// oˉè* ??à? ; @, s+ G& k8 F5 A: @6 z, S pLight->Specular.r = 2.0f; 1 m! m! w- r% D$ y pLight->Specular.g = 2.0f;1 {2 t, N8 K; O3 T; n+ [/ a3 Y
pLight->Specular.b = 2.0f; : @4 q6 W$ l! F6 f9 A // á?oˉ ( }) Z/ u1 v- j7 s, L pLight->Ambient.r *= 0.9f; p5 l( w/ b* c4 n) m) z
pLight->Ambient.g *= 0.9f; + w; w: y' X! b) q4 | pLight->Ambient.b *= 0.9f; ' W1 I& U! V' }3 d8 ^6 |#endif //__YENV * r1 E |4 x1 q
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memcpy( &m_light, pLight, sizeof( m_light ) );$ W2 p0 r' q0 P# l. E2 C: \8 l
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D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f); g6 }; \) r! m* ?3 [8 E4 e D3DXMATRIX matTemp; - h, R" q9 P z) z9 p! T static const float CONS_VAL = 3.1415926f / 180.f;/ K4 j& c6 [: y
# B1 U- {$ e) C- g# P. g' O- S \
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);2 n$ U b; G3 p n+ }
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp); " K& |0 B4 h" K4 M/ P pLight->SetDir( vecSun.x, vecSun.y, vecSun.z ); 2 M, t! l$ ^5 t+ _5 s pLight->Appear( m_pd3dDevice, TRUE ); + n0 p/ F* q U2 T1 ~. Q; E& }) \
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f); . W& \9 ]0 m8 ~7 E // D3DXVec3Normalize(&(vecSun),&(vecSun));! @ g0 M3 n4 v- n4 `! s
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z ); 6 i3 `, _1 O) p* u
! R/ P+ v, c, R! u/ @7 r DWORD dwR, dwG, dwB;+ P4 K. L% K- O7 l2 n* d" m1 w
dwR = (DWORD)( pLight->Ambient.r * 255 );+ C3 L) z# a+ x+ C# o: R
dwG = (DWORD)( pLight->Ambient.g * 255 ); U/ Y: W9 u4 ~9 \3 e5 O dwB = (DWORD)( pLight->Ambient.b * 255 );: L$ |6 P7 R, _5 K
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB ); # J' V' j5 N) |. p* T
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );2 I* V, u* ?" ] T, }5 V' F% U5 N
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, dwAmbient );//D3DCOLOR_ARGB( 0,0,0,0) ); //m_dwAmbient );//D3DCOLOR_ARGB( 255,128,128,128) );//D3DCOLOR_ARGB( 255,50,50,70) ); : O* D% l" _8 v2 a! U; [ ::SetLight( bLight );9 A" X( |# Q3 w/ ?1 h4 n8 h
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// ±ao? ?D?í???ó á¤à? : s$ F9 i- V7 B! }5 }# u8 ^ F' H/ L m_pd3dDevice->SetMaterial( &m_baseMaterial ); u* h& d# v' C) T ' o: [6 Y. X# Y#endif // not WORLDSERVER 1 Z( b+ U5 a( G% u' |2 u% \2 C} 7 |* l% P a- P7 N- [并更换 # }. l5 J- n H, c/ UCode:; F$ j1 v. X' X* G
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现在终于删除我的狗屁加速...3 x& R8 i2 Q/ {0 [: J' T& e1 P
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