//开启光照,默认为开启状态
Device->SetRenderState(D3DRS_LIGHTING, true);
//创建材质,设置材质
D3DMATERIAL9 mtrl;
mtrl.Ambient = d3d::WHITE;
mtrl.Diffuse = d3d::WHITE;
mtrl.Specular = d3d::WHITE;
mtrl.Emissive = d3d::BLACK;
mtrl.Power = 5.0f;
Device->SetMaterial(&mtrl);
//创建光照
D3DLIGHT9 dir;
::ZeroMemory(&dir, sizeof(dir));
dir.Type = D3DLIGHT_DIRECTIONAL;
dir.Diffuse = d3d::WHITE;
dir.Specular = d3d::WHITE * 0.6f;
dir.Ambient = d3d::WHITE * 0.3f;
dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
//注册光源,开启光源
Device->SetLight(0, &dir);
Device->LightEnable(0, true);
//开启镜面光效果,开启规格化法向量
Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
Device->SetRenderState(D3DRS_SPECULARENABLE, true);