Assigns a set of lighting properties for this device.
HRESULT SetLight( DWORD Index, const D3DLIGHT9 * );
Zero-based index of the set of lighting properties to set. If a set of lighting properties exists at this index, it is overwritten by the new properties specified in pLight.
Type: const D3DLIGHT9*
Pointer to a D3DLIGHT9 structure, containing the lighting parameters to set.
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.
Set light properties by preparing a D3DLIGHT9 structure and then calling the IDirect3DDevice9::SetLight method. The
<b>IDirect3DDevice9::SetLight</b> method accepts the index at which the device should place the set of light properties to its internal list of light properties, and the address of a prepared <b>D3DLIGHT9</b> structure that defines those properties. You can call <b>IDirect3DDevice9::SetLight</b> with new information as needed to update the light's illumination properties.
The system allocates memory to accommodate a set of lighting properties each time you call the IDirect3DDevice9::SetLight method with an index that has never been assigned properties. Applications can set a number of lights, with only a subset of the assigned lights enabled at a time. Check the MaxActiveLights member of the D3DCAPS9 structure when you retrieve device capabilities to determine the maximum number of active lights supported by that device. If you no longer need a light, you can disable it or overwrite it with a new set of light properties.
The following example prepares and sets properties for a white point-light whose emitted light will not attenuate over distance.
// Assume d3dDevice is a valid pointer to an IDirect3DDevice9 interface. D3DLIGHT9 d3dLight; HRESULT hr; // Initialize the structure. ZeroMemory(&d3dLight, sizeof(d3dLight)); // Set up a white point light. d3dLight.Type = D3DLIGHT_POINT; d3dLight.Diffuse.r = 1.0f; d3dLight.Diffuse.g = 1.0f; d3dLight.Diffuse.b = 1.0f; d3dLight.Ambient.r = 1.0f; d3dLight.Ambient.g = 1.0f; d3dLight.Ambient.b = 1.0f; d3dLight.Specular.r = 1.0f; d3dLight.Specular.g = 1.0f; d3dLight.Specular.b = 1.0f; // Position it high in the scene and behind the user. // Remember, these coordinates are in world space, so // the user could be anywhere in world space, too. // For the purposes of this example, assume the user // is at the origin of world space. d3dLight.Position.x = 0.0f; d3dLight.Position.y = 1000.0f; d3dLight.Position.z = -100.0f; // Don't attenuate. d3dLight.Attenuation0 = 1.0f; d3dLight.Range = 1000.0f; // Set the property information for the first light. hr = d3dDevice->SetLight(0, &d3dLight); if (SUCCEEDED(hr)) // Handle Success else // Handle failure
|Header||d3d9helper.h (include D3D9.h)|