Files
Client/Engine/Zalla3D Base Class/Vertex.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

184 lines
2.8 KiB
C++

#ifndef _VERTEX_H
#define _VERTEX_H
#pragma once
#include "3DMath.h"
#include <d3d.h>
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;
};
#endif