本文整理汇总了C++中TestScene::AddLight方法的典型用法代码示例。如果您正苦于以下问题:C++ TestScene::AddLight方法的具体用法?C++ TestScene::AddLight怎么用?C++ TestScene::AddLight使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TestScene
的用法示例。
在下文中一共展示了TestScene::AddLight方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: WinMain
//.........这里部分代码省略.........
//sky->Init("textures/", "skymap.dds");
sky->Init("textures/", "Above_The_Sea.dds");
//sky->Init("textures/", "desert_skymap.dds");
scene->AddSky(sky);
Terrain *terrain = new Terrain;
//terrain->Init("terrain/testHight.bmp", "terrain/", "dirt01.dds");
terrain->Init("terrain/heightmap01.bmp", "terrain/", "grass.jpg");
scene->AddTerrain(terrain);
Wall *wall = new Wall;
wall->Init(30, 30, 0.3);
wall->Pitch(XM_PI / 2);
wall->SetPosition(0, -3, 0);
//scene->AddRenderableThing(*wall);
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Wall *wall0 = new Wall;
wall0->Init(30, 30, 0.3);
wall0->Pitch(XM_PI / 2);
wall0->SetPosition(1000, -3, 0);
//scene->AddRenderableThing(*wall0);
Obj *obj = new Obj;
obj->CreateBox(1, 3, 2, material);
obj->SetPosition(5, 1, 12);
obj->Yaw(XM_PI / 3);
obj->Roll(XM_PI / 3);
obj->SetScale(1.3);
//scene->AddRenderableThing(*obj);
Cube *cube = new Cube;
cube->Init(2);
cube->Pitch(XM_PI / 3);
cube->Roll(XM_PI / 3);
cube->SetMaterial(material);
//scene->AddRenderableThing(*cube);
Ball *ball = new Ball;
ball->Init(1);
ball->SetPosition(0, 0, 6);
Obj *objInWall = new Obj;
objInWall->CreateBox(1, 1, 1, material);
objInWall->SetPosition(0, 1, 0);
ball->AddChild(objInWall);
//scene->AddRenderableThing(*ball);
Ship *ship = new Ship;
//ship->Init();
//ship->SetPosition(-10, 0, 0);
//scene->AddRenderableThing(*ship);
Model *test = new Model;
test->LoadModel("media/", "chair.obj");
test->SetScale(1.7);
test->SetPosition(-15, 0, 0);
test->Pitch(-1.2);
test->Yaw(-1.5);
//scene->AddRenderableThing(*test);
//SmileBoy *smileBoy= new SmileBoy;
//smileBoy->Init();
//smileBoy->SetHandleInput(FALSE);
//scene->AddRenderableThing(*smileBoy);
Female *female = new Female;
female->Init();
//female->SetPosition(-7, 0,0);
female->SetHandleInput(TRUE);
scene->AddRenderableThing(*female);
RenderSystem::GetInstance()->SetShadowOpen(true);
engine->LoadScene(scene);
{
Light *light = new Light;
light->type = 0;
light->position = XMFLOAT4(0.0f, 5.0f, -5.0f, 1.0f);
XMStoreFloat4(&light->direction, XMVector4Normalize(XMVectorSet(1.0f, -1.0f, 0.0f, 0.0f)));
light->ambient = XMFLOAT4(0.4f, 0.2f, 0.3f, 1.0f);
light->diffuse = XMFLOAT4(0.3f, 0.4f, 0.5f, 1.0f);
light->specular = XMFLOAT4(0.5f, 0.3f, 0.2f, 1.0f);
light->attenuation0 = 0.0f;
light->attenuation1 = 0.0f;
light->attenuation2 = 0.0f;
light->alpha = 0.0f;
light->beta = 0.0f;
light->falloff = 0.0f;
scene->AddLight(light);
}
//*******************************************
engine->Run();
return 0;
}