#ifndef _VERTEX_H #define _VERTEX_H #include "3DMath.h" #include const long MultiFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2 ; class MultiVertex{ public: vector3 v; color diff; color spec; float tu,tv; float tu1,tv1; }; //const long SectorFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_SPECULAR| D3DFVF_TEX2 ; const long SectorFVF=D3DFVF_XYZ | D3DFVF_TEX1 ; class SectorVertex{ public: vector3 v; //vector3 n; //color spec; float tu,tv; //float tu1,tv1; }; const long LightFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_SPECULAR| D3DFVF_TEX1 ; class LightVertex{ public: vector3 v; vector3 n; color spec; float tu,tv; }; const long DetailFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_TEX2 ; class DetailVertex { public: vector3 v; vector3 n; float tu,tv; float tu1,tv1; }; const long SimpleFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE|D3DFVF_SPECULAR |D3DFVF_TEX2; class SimpleVertex { public: vector3 v; color diff; color spec; float tu,tv; float tu1,tv1; }; const long TLVERTEXFVF=D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1; class TLVertex { public: vector3 v; float w; color Diffuse; color Specular; float tu,tv; }; const long TLVERTEX2FVF=D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2; class TLVertex2 { public: vector3 v; float w; color Diffuse; color Specular; float tu,tv; float tu1,tv1; }; const long LVERTEXFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE|D3DFVF_SPECULAR |D3DFVF_TEX1; class LVertex { public: vector3 v; color diff; color spec; float tu,tv; }; const long TTVERTEXFVF=D3DFVF_XYZ|D3DFVF_DIFFUSE; class TTVertex { public: vector3 v; color diff; }; const long BSPVERTEXFVF=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX2| D3DFVF_TEXCOORDSIZE3(1); class BspVertex { public: vector3 v; vector3 normal; color diff; float tu,tv; float tu1,tv1; vector3 u; }; const long BSPSHADOWVERTEX=D3DFVF_XYZB1|D3DFVF_NORMAL; class BspShadowVertex { public: vector3 v; float fWeight; vector3 n; }; const long GRASSVERTEXFVF=D3DFVF_XYZB1|D3DFVF_DIFFUSE|D3DFVF_TEX1; class GrassVertex { public: vector3 v; float fWeight; color diff; float tu,tv; }; const long TREEVERTEXFVF=D3DFVF_XYZB1|D3DFVF_NORMAL|D3DFVF_TEX1; class TreeVertex { public: vector3 v; float fWeight; vector3 n; float tu,tv; }; class Dot3Vertex { public: vector3 v; vector3 Normal; vector3 Diffuse; float tu,tv; vector3 s; vector3 t; vector3 SxT; }; const long BUMPVERTEXFVF=D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(1); class BumpVertex { public: vector3 v; vector3 n; float tu,tv; vector3 u; }; const long BUMPVERTEX2FVF=D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE3(2); class BumpVertex2 { public: vector3 v; vector3 n; float tu,tv; float tu1,tv1; vector3 u; }; const long BUMPVERTEXSTFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE3(1) | D3DFVF_TEXCOORDSIZE3(2); // s¿Í t vector¸¦ 3D tex-coord·Î ó¸® class BumpVertexST { public: vector3 v; vector3 n; float tu, tv; vector3 s; vector3 t; }; #endif