* T* g' Z1 J! {6 x. b' \2 t#ifdef __YENV d! U( K) a1 P5 e* P pLight->Diffuse.r *= 1.1f;) E1 ^) d H( B) G
pLight->Diffuse.g *= 1.1f; $ q% r, \+ F( m0 ~, i$ q pLight->Diffuse.b *= 1.1f;4 U0 v3 U) l3 O- ]
// oˉè* ??à? 2 f8 W! |& ]! f! Q5 H* A pLight->Specular.r = 2.0f; % O$ b# n$ \# e( E+ }% d0 }) t pLight->Specular.g = 2.0f;. Q9 Q6 o& @5 T- b( W2 O# {
pLight->Specular.b = 2.0f; 0 T# J6 S, N" p // á?oˉ , e; F( f: k' S5 N: m# R
pLight->Ambient.r *= 1.0f;' M, W# [$ V. t B, ^/ h7 n
pLight->Ambient.g *= 1.0f;" f5 A1 p0 Q5 x; A# y& @8 P
pLight->Ambient.b *= 1.0f; ; |% S0 ?# q" w t#else //__YENV' T" ]- }/ ^) l
pLight->Diffuse.r *= 1.1f; 6 @6 t! w! p) h, j1 N pLight->Diffuse.g *= 1.1f;. a6 y, ]0 f% S. V) v
pLight->Diffuse.b *= 1.1f;" \! ~ C Z! M6 _
// oˉè* ??à? 1 u7 i8 \3 W% U w- v6 y
pLight->Specular.r = 2.0f;0 ]3 _4 K& o; j2 O
pLight->Specular.g = 2.0f; 5 A# x& Y! L6 T( z9 U pLight->Specular.b = 2.0f; 7 T( F3 f, o7 s // á?oˉ ; B5 X' r! u+ R2 c5 M3 \& @
pLight->Ambient.r *= 0.9f; 1 {: M" d0 f' J# h$ u' H8 m# y pLight->Ambient.g *= 0.9f;* c7 R% S8 F& p# @0 u: M: }3 q
pLight->Ambient.b *= 0.9f;5 H2 ~, i+ J( e* d8 ]- q. @3 K
#endif //__YENV ! C0 y. G+ [7 b4 s. G. {
9 t/ k9 O0 ^" ^/ B2 l' V; e. ]4 ] memcpy( &m_light, pLight, sizeof( m_light ) ); ! v" b6 D9 R# ` ; ?$ ^5 m. x* k% |! g D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f); ^7 H6 O G7 N7 [4 u, m: }* H D3DXMATRIX matTemp;/ ~0 E2 l5 p2 T1 V9 O
static const float CONS_VAL = 3.1415926f / 180.f;) D4 A' z$ `4 K, q
: l5 `3 W- l2 ~5 ^ D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);" `. Z) B n2 Q4 ~" F0 l
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);- |/ m, w* v( S G( o
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z ); : M4 ?9 n' I* U+ z& j% k+ g+ c7 x( W/ D pLight->Appear( m_pd3dDevice, TRUE ); . t: X* d# k! n: t+ m* J7 g4 f+ Z 4 ~/ m5 Z E% n; q) x. P' y+ [ // D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f); % L) {. W4 ^% S3 T; F // D3DXVec3Normalize(&(vecSun),&(vecSun));5 ?& @/ k# o; L9 r6 h
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z ); 8 i$ y7 ~. r3 `* Z, D. M
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DWORD dwR, dwG, dwB; 1 D# F) A9 M. Z6 Q* z8 X dwR = (DWORD)( pLight->Ambient.r * 255 );) R0 z$ I6 W {$ s# x0 s O7 @
dwG = (DWORD)( pLight->Ambient.g * 255 );" x' g% B/ L/ ?
dwB = (DWORD)( pLight->Ambient.b * 255 ); ( J9 Y. N }) s/ w+ D; e+ x dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB ); . [% e u/ e2 o
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );7 E& z8 S; [3 l; Z# o
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) );& F6 e2 @, x D( X3 i1 S
::SetLight( bLight ); % b' j3 h- v1 @1 n- W( C; { . C: F8 l8 e* D // ±ao? ?D?í???ó á¤à? ' }5 A( \; S4 `: U, t' l& T
m_pd3dDevice->SetMaterial( &m_baseMaterial ); & a" |8 P- e, w! ^ & y) \' ]7 ~1 P/ E) O" O' t9 [
#endif // not WORLDSERVER; C( v9 ]3 w* `
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并更换 . k: x3 M5 m+ ]+ m! JCode:$ k! G1 k* Y6 R) m. p
__FLYFF_INITPAGE_EXT 6 ^& F. L( e9 o I; G5 ?6 W* b定义3 O+ ?$ M, j! ~7 M
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现在终于删除我的狗屁加速... ; C# o: L: ~0 L. b2 q/ K ( `0 d6 b( w1 \" X , H$ H9 {0 N3 }4 L 6 b3 j& g v) e