📄 vertices.h
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#ifndef __VERTICES_H
#define __VERTICES_H
#include "../math/Vector3.h"
#include "../math/Vector4.h"
namespace dingus {
#pragma pack(1)
/// Vertex format: position.
const DWORD FVF_XYZ = D3DFVF_XYZ;
/// Vertex: position.
struct SVertexXyz {
SVector3 p;
};
/// Vertex format: position, normal.
const DWORD FVF_XYZ_NORMAL = D3DFVF_XYZ | D3DFVF_NORMAL;
/// Vertex: position, normal.
struct SVertexXyzNormal {
SVector3 p;
SVector3 n;
};
/// Vertex format: position, UV.
const DWORD FVF_XYZ_TEX1 = D3DFVF_XYZ | D3DFVF_TEX1;
/// Vertex: position, UV.
struct SVertexXyzTex1 {
SVector3 p;
float tu, tv;
};
/// Vertex format: position, color.
const DWORD FVF_XYZ_DIFFUSE = D3DFVF_XYZ | D3DFVF_DIFFUSE;
/// Vertex: position, color.
struct SVertexXyzDiffuse {
SVector3 p;
D3DCOLOR diffuse;
};
/// Vertex format: position, color, UV.
const DWORD FVF_XYZ_DIFFUSE_TEX1 = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
/// Vertex: position, color, UV.
struct SVertexXyzDiffuseTex1 {
SVector3 p;
D3DCOLOR diffuse;
float tu, tv;
};
/// Vertex format: transformed position, UV.
const DWORD FVF_XYZRHW_TEX1 = D3DFVF_XYZRHW | D3DFVF_TEX1;
/// Vertex: transformed position, UV.
struct SVertexXyzRhwTex1 {
SVector4 p;
float tu, tv;
};
/// Vertex format: transformed position, color, UV.
const DWORD FVF_XYZRHW_DIFFUSE_TEX1 = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
/// Vertex: transformed position, color, UV.
struct SVertexXyzRhwDiffuseTex1 {
SVector4 p;
D3DCOLOR diffuse;
float tu, tv;
};
/// Vertex format: position, normal, UV.
const DWORD FVF_XYZ_NORMAL_TEX1 = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
/// Vertex: position, normal, UV.
struct SVertexXyzNormalTex1 {
SVector3 p;
SVector3 n;
float tu, tv;
};
/// Vertex format: position, normal, UV1, UV2.
const DWORD FVF_XYZ_NORMAL_TEX2 = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX2;
/// Vertex: position, normal, UV.
struct SVertexXyzNormalTex2 {
SVector3 p;
SVector3 n;
float tu1, tv1;
float tu2, tv2;
};
/// Vertex format: position, normal, color, UV.
const DWORD FVF_XYZ_NORMAL_DIFFUSE_TEX1 = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1;
/// Vertex: position, normal, color, UV.
struct SVertexXyzNormalDiffuseTex1 {
SVector3 p;
SVector3 n;
D3DCOLOR diffuse;
float tu, tv;
};
/// Vertex format: position, normal, color.
const DWORD FVF_XYZ_NORMAL_DIFFUSE = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE;
/// Vertex: position, normal, color.
struct SVertexXyzNormalDiffuse {
SVector3 p;
SVector3 n;
D3DCOLOR diffuse;
};
#pragma pack()
}; // namespace
#endif
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