这是一个用纹理绘制3d立方体的简单程序。问题是我无法看到纹理,因为灯没有工作。我已关掉灯只是为了确保纹理在那里它就是。所以如果有人可以帮我弄清楚为什么灯不工作我我会非常感激。
#include "DirectXGame.h"
DirectXGame::DirectXGame(void)
{
//init to zero good pratice
m_pD3DObject=0;
m_pD3DDevice=0;
m_currTime=0;
m_prevTime=0;
ZeroMemory(&m_D3Dpp,sizeof(m_D3Dpp));
FOV=D3DXToRadian(65.0f);
aspectRatio=800/600;
nearPlane=1.0f;
farPlane=1000.0f;
}
DirectXGame::~DirectXGame(void)
{
}
//create class for input
DirectXInput DXClass;
void DirectXGame::Initialize(HWND hWnd ,HINSTANCE hInst,bool bWindowed) // create the material struct)//
{
// grab the window width and height fronm the HWND
RECT r;
GetWindowRect(hWnd, &r);
m_nWidth = r.right - r.left;
m_nHeight = r.bottom - r.top;
m_bVSync = false;
// Create the D3D Object
m_pD3DObject = Direct3DCreate9(D3D_SDK_VERSION);
// Create our presentation parameters for our D3D Device
m_D3Dpp.hDeviceWindow = hWnd; // Handle to the window
m_D3Dpp.Windowed = bWindowed; // Windowed or Full-screen?
m_D3Dpp.BackBufferCount = 1; // Number of back-buffers
m_D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // Back-buffer pixel format
m_D3Dpp.BackBufferWidth = m_nWidth; // Back-buffer width
m_D3Dpp.BackBufferHeight = m_nHeight; // Back-buffer height
m_D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // Swap effectm_bVSync ? D3DPRESENT_INTERVAL_DEFAULT :
m_D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
m_D3Dpp.FullScreen_RefreshRateInHz = bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT;
m_D3Dpp.EnableAutoDepthStencil = TRUE; // Enable depth and stencil buffer
m_D3Dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // Depth/Stencil buffer bit format
m_D3Dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; // Discard the depth/stencil buffer upon Present()
m_D3Dpp.MultiSampleQuality = 0; // MSAA quality
m_D3Dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // MSAA type
// Check the device's capabilities
DWORD deviceBehaviorFlags = 0;
m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);
// Determine vertex processing mode
if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
// if hardware vertex processing is on, check for pure
if(m_D3DCaps.DevCaps & D3DCREATE_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;
}
// Create D3D Device
m_pD3DObject->CreateDevice(
D3DADAPTER_DEFAULT, // Default display adapter
D3DDEVTYPE_HAL, // Device type to use
hWnd, // Handle to our window
deviceBehaviorFlags, // D3DCREATE_HARDWARE_VERTEXPROCESSINGVertex Processing Behavior Flags (PUREDEVICE, HARDWARE_VERTEXPROCESSING, SOFTWARE_VERTEXPROCESSING)
&m_D3Dpp, // Presentation parameters
&m_pD3DDevice); // Return a created D3D Device
//=================================================================//
// Create/Load Sprite & Font D3D and COM objects
//Create font
D3DXCreateFont(m_pD3DDevice, 23, 0, FW_BOLD, 0, true,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, TEXT("Times New Roman"),
&m_pD3DFont);
//for font 1 "Name"
RECT rct;
rct.left=2;
rct.right=780;
rct.top=10;
rct.bottom=rct.top+20;
//MATRIX
eyePos.x = 0;
eyePos.y = 2;
eyePos.z = -10;
lookAt.x = 0;
lookAt.y = 0;
lookAt.z = 0;
upVec.x = 0;
upVec.y = 1;
upVec.z = 0;
D3DXMatrixLookAtLH( &view_Matrix, &eyePos, &lookAt, &upVec);
m_pD3DDevice->SetTransform( D3DTS_VIEW, &view_Matrix);
// projection matrix
D3DXMatrixPerspectiveFovLH( &pro_Matrix, FOV, aspectRatio, nearPlane, farPlane);
m_pD3DDevice->SetTransform( D3DTS_PROJECTION, &pro_Matrix);
// MATRIX: VertexElement Declaration
D3DVERTEXELEMENT9 declaration[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
//LPDIRECT3DVERTEXDECLARATION9 m_pVtxDeclObject;
// Create vertex declaration
m_pD3DDevice->CreateVertexDeclaration(declaration,&vertDec);
///---CUBE: Vertex and Indicies :START---///
// Load vertex info, listed per cube face quads
// Front
m_cubeVerts[0].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
m_cubeVerts[1].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[2].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
m_cubeVerts[3].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[0].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[1].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[2].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[3].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
m_cubeVerts[0].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[1].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[2].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[3].uv = D3DXVECTOR2(1.0f, 1.0f);
// Back
m_cubeVerts[4].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
m_cubeVerts[5].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
m_cubeVerts[6].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[7].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[4].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[5].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[6].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[7].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
m_cubeVerts[4].uv = D3DXVECTOR2(1.0f, 1.0f);
m_cubeVerts[5].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[6].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[7].uv = D3DXVECTOR2(1.0f, 0.0f);
// Top
m_cubeVerts[8].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[9].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
m_cubeVerts[10].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[11].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[8].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[9].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[10].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[11].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
m_cubeVerts[8].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[9].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[10].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[11].uv = D3DXVECTOR2(1.0f, 1.0f);
// Bottom
m_cubeVerts[12].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
m_cubeVerts[13].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
m_cubeVerts[14].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
m_cubeVerts[15].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[12].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[13].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[14].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[15].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
m_cubeVerts[12].uv = D3DXVECTOR2(1.0f, 1.0f);
m_cubeVerts[13].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[14].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[15].uv = D3DXVECTOR2(1.0f, 0.0f);
// Left
m_cubeVerts[16].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
m_cubeVerts[17].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
m_cubeVerts[18].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[19].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[16].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[17].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[18].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[19].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
m_cubeVerts[16].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[17].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[18].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[19].uv = D3DXVECTOR2(1.0f, 1.0f);
// Right
m_cubeVerts[20].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
m_cubeVerts[21].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
m_cubeVerts[22].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[23].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[20].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[21].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[22].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[23].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
m_cubeVerts[20].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[21].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[22].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[23].uv = D3DXVECTOR2(1.0f, 1.0f);
// Load index info, refers into index into verts array to compose triangles
// Note: A clockwise winding order of verts will show the front face.
// Front
m_cubeIndices[0] = 0; m_cubeIndices[1] = 1; m_cubeIndices[2] = 2; // Triangle 0
m_cubeIndices[3] = 0; m_cubeIndices[4] = 2; m_cubeIndices[5] = 3; // Triangle 1
// Back
m_cubeIndices[6] = 4; m_cubeIndices[7] = 5; m_cubeIndices[8] = 6; // Triangle 2
m_cubeIndices[9] = 4; m_cubeIndices[10] = 6; m_cubeIndices[11] = 7; // Triangle 3
// Top
m_cubeIndices[12] = 8; m_cubeIndices[13] = 9; m_cubeIndices[14] = 10; // Triangle 4
m_cubeIndices[15] = 8; m_cubeIndices[16] = 10; m_cubeIndices[17] = 11; // Triangle 5
// Bottom
m_cubeIndices[18] = 12; m_cubeIndices[19] = 13; m_cubeIndices[20] = 14; // Triangle 6
m_cubeIndices[21] = 12; m_cubeIndices[22] = 14; m_cubeIndices[23] = 15; // Triangle 7
// Left
m_cubeIndices[24] = 16; m_cubeIndices[25] = 17; m_cubeIndices[26] = 18; // Triangle 8
m_cubeIndices[27] = 16; m_cubeIndices[28] = 18; m_cubeIndices[29] = 19; // Triangle 9
// Right
m_cubeIndices[30] = 20; m_cubeIndices[31] = 21; m_cubeIndices[32] = 22; // Triangle 10
m_cubeIndices[33] = 20; m_cubeIndices[34] = 22; m_cubeIndices[35] = 23; // Triangle 11
///---CUBE: Vertex and Indicies :END---///
//create buffers
// create a vertex buffer interface called i_buffer
m_pD3DDevice->CreateVertexBuffer(4*6*sizeof(Vertex),
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_MANAGED,
&VB,
NULL);
void* pVertices;
// lock VB and load the vertices into it
VB->Lock(0, 0,&pVertices, 0);
// send array
memcpy(pVertices, m_cubeVerts, 4*6*sizeof(Vertex));
//unlock
VB->Unlock();
///////////////////////////////////////////////////
m_pD3DDevice->CreateIndexBuffer(3*12*sizeof(WORD), // 3 and 12
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&IB,
NULL);
void* pIndices;
// lock index
IB->Lock(0,0,&pIndices,0);
//send array of indices to vram
memcpy(pIndices, m_cubeIndices, 3*12*sizeof(WORD));
//unlock index
IB->Unlock();
D3DLIGHT9 light;
D3DMATERIAL9 m_Mat;
ZeroMemory(&light, sizeof(light));
// clear out the light struct for use
light.Type = D3DLIGHT_POINT;
// make the light type 'directional light'
light.Diffuse.r = 0.5f;
light.Diffuse.g = 0.5f;
light.Diffuse.b = 0.5f;
light.Diffuse.a = 1.0f;
light.Ambient.r = 0.2f;
light.Ambient.g = 0.2f;
light.Ambient.b = 1.0f;
light.Specular.r = 1.0f;
light.Specular.g = 1.0f;
light.Specular.b = 1.0f;
// set the lighting position
light.Position.x = 30;
light.Position.y = 10;
light.Position.z = -10;
light.Range = 900.0f;
light.Attenuation0 = 0.0f;
light.Attenuation1 = 0.125f;
light.Attenuation2 = 0.0f;
m_pD3DDevice->SetLight(0, &light);
// send the light struct properties to light #0
m_pD3DDevice->LightEnable(0, TRUE);
// turn on light #0
ZeroMemory(&m_Mat, sizeof(m_Mat));
// clear out the struct for use
m_Mat.Diffuse.r = 1.0f;
m_Mat.Diffuse.g = 0.0f;
m_Mat.Diffuse.b = 0.0f;
m_Mat.Diffuse.a = 0.0f;
// set diffuse color to white
m_Mat.Ambient.r = 0.2f;
m_Mat.Ambient.g = 0.2f;
m_Mat.Ambient.b = 0.2f;
m_Mat.Ambient.a = 1.0f;
// set ambient color to white
m_Mat.Specular.r = 1.0f;
m_Mat.Specular.g =1.0f;
m_Mat.Specular.b =1.0f;
m_Mat.Specular.a =1.0f;
m_Mat.Power = 100.0f;
m_pD3DDevice->SetMaterial(&m_Mat);
// Create a texture using the with "test.tga" from the sprite labs.
//Apply tri-linear filtering to the texture, by modifying the sampler states by calling the device's SetSamplerState().
D3DXCreateTextureFromFile(m_pD3DDevice, L"test.png",&m_Texture);
//Apply tri-linear filtering to the texture, by modifying the sampler states by calling the device's SetSamplerState().
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
void DirectXGame::Update(HWND hWnd, bool& bWindowed, double dt)
{
}
void DirectXGame::Render()
{
// if our d3d device was not craeted return
if(!m_pD3DDevice)
return;
m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(100,149,237), 1, 0); // 100,149,237 00255
// Begin the scene
if( SUCCEEDED( m_pD3DDevice->BeginScene() ) )
{
m_pD3DDevice->SetVertexDeclaration( vertDec);
//set cube postion
D3DXMATRIX translation, rotation, scale, world, position;
float index = 0.0f; index+=0.05f;
D3DXMatrixTranslation(&translation,0,0,0);
D3DXMatrixRotationY(&rotation, timeGetTime()/1000);
D3DXMatrixScaling(&scale,1,1, 1.0f);
world = scale*rotation*translation;
m_pD3DDevice->SetTransform(D3DTS_WORLD, &world);
// select the vertex and index buffers to use
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
m_pD3DDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
m_pD3DDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(60,60,60));
m_pD3DDevice->SetStreamSource(0, VB, 0, sizeof(Vertex));
m_pD3DDevice->SetIndices(IB);
m_pD3DDevice->SetMaterial(&m_Mat);
m_pD3DDevice->SetTexture( 0,m_Texture);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,//D3DPRIMITIVETYPE Type
0,/*BaseVertexIndex*/
0, //* MinIndex*/
24, /*NumVertices*/
0, /*StartIndex*/
12);//PrimitiveCount
///////////////////////////////////////////////////////////////////////////
//Font 1 "Name"
RECT rct;
rct.bottom = m_nHeight;
rct.top=2;
rct.left=658;
rct.right=m_nWidth;
//for the font2 FPS
RECT rect;
rect.bottom = m_nHeight;
rect.top =2;
rect.left = 10;
rect.right = m_nWidth;
wchar_t buffer[64];
swprintf_s(buffer, 64,L"Frames Per Second: %d", m_FPS);
m_pD3DFont->DrawText(0, buffer, -1, &rect, DT_TOP | DT_NOCLIP, D3DCOLOR_ARGB(255,255,255,255));
// Create a colour for the text ( blue)
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,0,255);
//draw the text
m_pD3DFont->DrawText(NULL, L"Mariana Serrato", -1, &rct, 0, fontColor ); // move test to far right
// End the scene
m_pD3DDevice->EndScene();
// present the back buffer to the screen
m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
//calculate Frames Per Second
m_currTime = timeGetTime();
static int fspCounter = 0;
if(m_currTime - m_prevTime >= 1000.0f)
{
m_prevTime = m_currTime;
m_FPS = fspCounter;
fspCounter =0;
} else {
++fspCounter;
}
}
}
void DirectXGame::Shutdown()
{
SAFE_RELEASE(VB);
SAFE_RELEASE(IB);
SAFE_RELEASE(vertDec);
SAFE_RELEASE(m_pD3DFont);
SAFE_RELEASE(m_Texture);
SAFE_RELEASE(m_Sprite);
SAFE_RELEASE(m_pD3DDevice);
SAFE_RELEASE(m_pD3DObject);
}
/////////////////////////////////////////////// /////////////////////////////////////////// .h头文件
//安全地发布com obejcts的宏
//直接输入版
//定义窗口大小
// #define D3DFVF_CUSTOMVERTEX(D3DFVF_XYZ | D3DFVF_DIFFUSE)
类DirectXGame { struct Vertex { D3DXVECTOR3位置; D3DXVECTOR3正常; D3DXVECTOR2 uv; }; IDirect3D9 * m_pD3DObject; IDirect3DDevice9 * m_pD3DDevice;
D3DPRESENT_PARAMETERS m_D3Dpp;
ID3DXFont* m_pD3DFont; //Font
LPDIRECT3DTEXTURE9 m_Texture;
ID3DXSprite* m_Sprite;//Sprite
D3DXVECTOR3 texCenter,eyePos,lookAt,upVec;
D3DCAPS9 m_D3DCaps; //D3D Device Caps
D3DLIGHT9 m_Light;
D3DMATERIAL9 m_Mat;
D3DVERTEXELEMENT9 m_Element;
D3DXMATRIX view_Matrix, pro_Matrix;
// cube
Vertex m_cubeVerts[24];
WORD m_cubeIndices[36];
IDirect3DVertexBuffer9* VB;
IDirect3DIndexBuffer9* IB;
IDirect3DVertexDeclaration9* vertDec;
bool m_bVSync;
char buffer [256];
int m_nWidth, m_nHeight;
int m_FPS,alfa[5],mFPS,mMilliSecPerFrame;
float m_currTime,m_prevTime,FOV, aspectRatio, nearPlane, farPlane;
DWORD D3DUSASE_DYNAMIC,D3DUSASE_WRITEONLY;
公共: DirectXGame(无效); 〜DirectXGame(无效); void Initialize(HWND hWnd,HINSTANCE hInst,bool bWindowed); bool isDeviceLost(); void Update(HWND hWnd,bool& bWindowed,double dt); void Render(); void CheckPosition(); void Shutdown();
};
答案 0 :(得分:0)
您尚未启用D3DRS_LIGHTING。
m_pD3DDevice->setRenderState(D3DRS_LIGHTING, TRUE);