//------------------------------------------------------------------ // Storm3D_Light_Point::Apply //------------------------------------------------------------------ void Storm3D_Light_Point::Apply(int num) { // Temp handle D3DLIGHT8 lgt; ZeroMemory(&lgt,sizeof(D3DLIGHT8)); // Set colors lgt.Diffuse.r=color.r*multiplier; lgt.Diffuse.g=color.g*multiplier; lgt.Diffuse.b=color.b*multiplier; lgt.Specular.r=color.r*multiplier; lgt.Specular.g=color.g*multiplier; lgt.Specular.b=color.b*multiplier; lgt.Ambient.r=0;//color.r*0.1f*multiplier; lgt.Ambient.g=0;//color.g*0.1f*multiplier; lgt.Ambient.b=0;//color.b*0.1f*multiplier; // Update global values if needed UpdateGlobals(); // Pointlight specials lgt.Type=D3DLIGHT_POINT; lgt.Position=D3DXVECTOR3(position_global.x, position_global.y,position_global.z); lgt.Range=10*decay; lgt.Attenuation0=1;//1; lgt.Attenuation1=1/decay; lgt.Attenuation2=0; // Set light (to 3d-card) Storm3D2->GetD3DDevice()->SetLight(num,&lgt); }
void ArpTelnetSettings::AttachedToWindow() { inherited::AttachedToWindow(); BView* par = Parent(); ArpColor col = ui_color(B_PANEL_BACKGROUND_COLOR); if( par ) col = par->ViewColor(); ArpMessage updColor; updColor.AddRGBColor("StdBackColor", col); UpdateGlobals(&updColor); mImpl.AttachedToWindow(); }
//------------------------------------------------------------------ // Storm3D_Light_Point::GetGlobalPosition //------------------------------------------------------------------ VC3 &Storm3D_Light_Point::GetGlobalPosition() { // Update global values if needed UpdateGlobals(); return position_global; }