Files
Client/GameTools/ZALLA3D BASECLASS/Vertex.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

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#ifndef _VERTEX_H
#define _VERTEX_H
#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;
};
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