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開発環境 Microsoft Visual C++ 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Win32 プロジェクト プロジェクト名 dxbase2 アプリケーションの種類 Windows アプリケーション 追加のオプション 空のプロジェクト 文字セット Unicode Microsoft DirectX SDK (February 2010) 必要な時しか再描画しない。 参考 DirectX9 プログラミングメモ - 文字を描画する dxbase2.cpp /* プロジェクトのプロパティ [構成プロパティ]-[VC++ ディレクトリ] [インクルード ディレクトリ] C \Program Files\Microsoft DirectX SDK (February 2010)\Include [ライブラリ ディレクトリ] C \Program Files\Microsoft DirectX SDK (February 2010)\Lib\x86 Unicode */ #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #include d3d9.h #include d3dx9.h #include stdio.h #define WIDTH(rect) ((rect).right - (rect).left) #define HEIGHT(rect) ((rect).bottom - (rect).top) #define SAFE_RELEASE(p) { if(p) { (p)- Release(); (p)=NULL; } } #define APP_NAME L"dxbase2" // 関数プロトタイプ宣言 HRESULT InitD3D(HWND hWnd); LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void Cleanup(void); void Render(void); // 外部変数 LPDIRECT3D9 g_pD3D;// Direct3D9 LPDIRECT3DDEVICE9 g_pd3dDev;// レンダリングデバイス LPD3DXFONT g_pFont;// フォント //============================================================================== int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow) { // ウィンドウクラスの登録 WNDCLASSEX wcx; ZeroMemory( wcx, sizeof wcx); wcx.cbSize= sizeof wcx; wcx.style= CS_CLASSDC; wcx.lpfnWndProc= WndProc; wcx.hInstance= hInstance; wcx.hCursor= LoadCursor(NULL, MAKEINTRESOURCE(IDC_ARROW)); wcx.lpszClassName= APP_NAME; if (RegisterClassEx( wcx) == 0) { return 0; } // ウィンドウサイズの計算 RECT rect; SetRect( rect, 0, 0, 640, 480); AdjustWindowRect( rect, WS_OVERLAPPEDWINDOW, FALSE); // ウィンドウの作成 HWND hWnd = CreateWindow( APP_NAME, APP_NAME, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, WIDTH(rect), HEIGHT(rect), NULL, NULL, hInstance, NULL); if (hWnd == NULL) { return 0; } // Direct3D初期化 if (FAILED(InitD3D(hWnd))) { return 0; } // ウィンドウ表示 ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); // メッセージループ MSG msg; while (GetMessage( msg, NULL, 0, 0)) { TranslateMessage( msg); DispatchMessage( msg); } UnregisterClass(APP_NAME, hInstance); return msg.wParam; } //------------------------------------------------------------------------------ HRESULT InitD3D(HWND hWnd) { // Direct3D g_pD3D = Direct3DCreate9(D3D_SDK_VERSION); if (g_pD3D == NULL) { return E_FAIL; } // デバイス生成用のパラメタ D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( d3dpp, sizeof d3dpp); d3dpp.BackBufferFormat= D3DFMT_UNKNOWN;// モニタの設定と同じ d3dpp.BackBufferCount= 1;// バックバッファの数 d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE;// マルチサンプリングしない d3dpp.SwapEffect= D3DSWAPEFFECT_DISCARD;// Direct3Dに任せる d3dpp.hDeviceWindow= hWnd;// カバーウィンドウ d3dpp.Windowed= TRUE;// ウィンドウモード d3dpp.EnableAutoDepthStencil= TRUE;// 深度バッファ自動管理 d3dpp.AutoDepthStencilFormat= D3DFMT_D16;// 深度バッファフォーマット d3dpp.PresentationInterval= D3DPRESENT_INTERVAL_DEFAULT;// モニタの垂直回帰を待つ // Direct3Dデバイスの生成 HRESULT hr = g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, d3dpp, g_pd3dDev); if (SUCCEEDED(hr)) { hr = D3DXCreateFont(g_pd3dDev, 40, 0, FW_HEAVY, 1, FALSE, SHIFTJIS_CHARSET, OUT_TT_ONLY_PRECIS, ANTIALIASED_QUALITY, FF_DONTCARE, L"MS Pゴシック", g_pFont); } return hr; } //============================================================================== LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_PAINT Render(); ValidateRect(hWnd, NULL); return 0; case WM_SIZE InvalidateRect(hWnd, NULL, TRUE); return 0; case WM_DESTROY Cleanup(); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } //------------------------------------------------------------------------------ void Cleanup(void) { SAFE_RELEASE(g_pFont); SAFE_RELEASE(g_pd3dDev); SAFE_RELEASE(g_pD3D); } //------------------------------------------------------------------------------ void Render(void) { static int frame = 0; if (g_pd3dDev == NULL) return; // バックバッファのクリア g_pd3dDev- Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0x7f,0x7f,0xff), 1.0f, 0); g_pd3dDev- BeginScene(); RECT rect; TCHAR szBuf[16]; SetRect( rect, 0, 0, 50, 20); swprintf_s(szBuf, L"frame=%d", frame++); g_pFont- DrawText(NULL, szBuf, -1, rect, DT_LEFT | DT_NOCLIP, D3DCOLOR_ARGB(0xff,0xff,0xff,0xff)); // バックバッファを表画面に反映 g_pd3dDev- EndScene(); g_pd3dDev- Present(NULL, NULL, NULL, NULL); }
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SNES (SFC, SNES)へ戻る Idea no Hi (J) [h1C] Idea no Hi (J) Ignition Factor, The (U) [f1] Ignition Factor, The (U) [T+Ita100_Mog Mentz] Ignition Factor, The (U) [t1] Ignition Factor, The (U) Igo Club (J) [h1C] Igo Club (J) Ihatovo Monogatari (J) [b1] Ihatovo Monogatari (J) [h1C] Ihatovo Monogatari (J) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 1 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 1 (PD) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 2 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 2 (PD) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 3 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 3 (PD) Ikari no Yousai (J) [h1C] Ikari no Yousai (J) Illusion - Hidden Surprise Intro (PD) Illusion Intro (PD) Illusion of Gaia (Beta) [h1C] Illusion of Gaia (Beta) [t1] Illusion of Gaia (Beta) Illusion of Gaia (U) [!] Illusion of Gaia (U) [b1] Illusion of Gaia (U) [f1] Illusion of Gaia (U) [h1C] Illusion of Time (E) [!] Illusion of Time (F) Illusion of Time (G) [f1] Illusion of Time (G) Illusion of Time (S) [f1] Illusion of Time (S) Illvanian no Shiro (J) [h1C] Illvanian no Shiro (J) [h1] Illvanian no Shiro (J) Imperium (U) [b1] Imperium (U) [t1] Imperium (U) Inazuma Serve da!! Super Beach Volley (J) [h1C] Inazuma Serve da!! Super Beach Volley (J) Incantation (E) [!] Incantation (E) [t1] Incantation (U) [t1] Incantation (U) Incredible Crash Dummies, The (Beta) [b1] Incredible Crash Dummies, The (Beta) [f1][h1C] Incredible Crash Dummies, The (Beta) [f1] Incredible Crash Dummies, The (Beta) [h1C] Incredible Crash Dummies, The (Beta) [t1] Incredible Crash Dummies, The (Beta) Incredible Crash Dummies, The (E) Incredible Crash Dummies, The (J) Incredible Crash Dummies, The (U) [!] Incredible Hulk, The (E) Incredible Hulk, The (U) [f1] Incredible Hulk, The (U) [t1] Incredible Hulk, The (U) Indiana Jones Greatest Adventures (E) Indiana Jones Greatest Adventures (J) Indiana Jones Greatest Adventures (U) [!] Indiana Jones Greatest Adventures (U) [b1] Indiana Jones Greatest Adventures (U) [b2] Indiana Jones Greatest Adventures (U) [f1] Indiana Jones Greatest Adventures (U) [h1C] Indiana Jones Greatest Adventures (U) [t1+1C] Indiana Jones Greatest Adventures (U) [t1+2C] Indiana Jones Greatest Adventures (U) [t1] Indiana Jones Greatest Adventures (U) [t2] Infernal Byte Systems - Zoom Demo (PD) [a1] Infernal Byte Systems - Zoom Demo (PD) Infernal s Evil Demo! (PD) Infinity Demo (PD) Inindo - Way of the Ninja (U) [h1C] Inindo - Way of the Ninja (U) Inquisition, The - Simple Demo (PD) Inspector Gadget (U) [b1] Inspector Gadget (U) [f1] Inspector Gadget (U) [h1C] Inspector Gadget (U) [h2C] Inspector Gadget (U) [h3C] Inspector Gadget (U) [T+Fre] Inspector Gadget (U) [T+Spa99%_Sinister] Inspector Gadget (U) [t1] Inspector Gadget (U) International Console Service - Scroller (PD) International Superstar Soccer (E) [b1] International Superstar Soccer (E) [f1+C] International Superstar Soccer (E) [f1] International Superstar Soccer (E) [f2] International Superstar Soccer (E) International Superstar Soccer (U) [!] International Superstar Soccer Deluxe (E) [f1] International Superstar Soccer Deluxe (E) [f2] International Superstar Soccer Deluxe (E) [f3] International Superstar Soccer Deluxe (E) [h1+C] International Superstar Soccer Deluxe (E) [h1] International Superstar Soccer Deluxe (E) [T+Spa_Chilensis] International Superstar Soccer Deluxe (E) International Superstar Soccer Deluxe (U) International Tennis Tour (J) [h1C] International Tennis Tour (J) [hI] International Tennis Tour (J) International Tennis Tour (U) [f1] International Tennis Tour (U) [h1C] International Tennis Tour (U) Ippatsu Gyakuten - Keiba Keirin Kyotei (J) Irem Major Title, The (E) [o1] Irem Major Title, The (E) Irem Major Title, The (J) Irem Skins Game, The (NSS) Irem Skins Game, The (U) [h1C] Irem Skins Game, The (U) Irokazu Koujou 1 (PD) [h1C] Irokazu Koujou 1 (PD) Iron Commando (E) (NG-Dump Known) [h1I] Iron Commando (E) (NG-Dump Known) [h2I+C] Iron Commando (E) (NG-Dump Known) [h2I] Iron Commando (E) (NG-Dump Known) [o1][f1] Iron Commando (E) (NG-Dump Known) [o1][h1C] Iron Commando (E) (NG-Dump Known) [o1][h2C] Iron Commando (E) (NG-Dump Known) [o1][t1] Iron Commando (E) (NG-Dump Known) [o1] Iron Commando (E) (NG-Dump Known) Iron Commando - Koutetsu no Senshi (J) Isozuri - Ritou Hen (J) [h1C] Isozuri - Ritou Hen (J) Itadaki Street 2 - Neon Sign wa Bara Iro ni (J) [h1C] Itadaki Street 2 - Neon Sign wa Bara Iro ni (J) Itchy Scratchy Game, The (E) Itchy Scratchy Game, The (U) [h1+C] Itchy Scratchy Game, The (U) [h1C] Itchy Scratchy Game, The (U) [h1] Itchy Scratchy Game, The (U) Itoi Shigesato no Bass Tsuri No.1 (J) Itou Haka Rokudan no Shougi Doujou (J) [h1C] Itou Haka Rokudan no Shougi Doujou (J) [hI] Itou Haka Rokudan no Shougi Doujou (J) Izzy s Quest for the Olympic Rings (Beta) [b1] Izzy s Quest for the Olympic Rings (Beta) [h1C] Izzy s Quest for the Olympic Rings (Beta) [h2C] Izzy s Quest for the Olympic Rings (Beta) Izzy s Quest for the Olympic Rings (E) [!] Izzy s Quest for the Olympic Rings (U) [!] Izzy s Quest for the Olympic Rings (U) [t1] SNES (SFC, SNES)へ戻る Copyright 2004 BOB All Rights Reserved.
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N64へ戻る ECW Hardcore Revolution (E) [!] ECW Hardcore Revolution (E) [b1] ECW Hardcore Revolution (U) [!] Earthworm Jim 3D (E) [!] Earthworm Jim 3D (E) [b1] Earthworm Jim 3D (U) [!] Earthworm Jim 3D (U) [f1] (PAL) Earthworm Jim 3D (U) [hI] Earthworm Jim 3D (U) [t1] Eikou no Saint Andrews (J) [!] Eikou no Saint Andrews (J) [b1] Eikou no Saint Andrews (J) [b2] Eikou no Saint Andrews (J) [h1C] Eikou no Saint Andrews (J) [h2C] Elmo s Letter Adventure (U) [!] Elmo s Number Journey (U) [!] Eltale Monsters (J) [!] Eltale Monsters (J) [b1] Eurasia Intro by Ste (PD) [b1] Eurasia Intro by Ste (PD) Eurasia first N64 Intro by Sispeo (PD) Evek - V64jr Save Manager by WT_Riker (PD) Excitebike 64 (E) [!] Excitebike 64 (J) [!] Excitebike 64 (U) [!] Excitebike 64 (U) [b1] Excitebike 64 (U) [f1] Excitebike 64 (U) [f2] (Save) Excitebike 64 - Kiosk (U) [!] Explode Demo by NaN (PD) Extreme-G (E) [!] Extreme-G (E) [b1] Extreme-G (E) [b2] Extreme-G (E) [b3] Extreme-G (E) [b4] Extreme-G (E) [h1C] Extreme-G (J) [!] Extreme-G (U) [!] Extreme-G (U) [h1C] Extreme-G (U) [t1] Extreme-G XG2 (E) [!] Extreme-G XG2 (J) [!] Extreme-G XG2 (U) [!] Extreme-G XG2 (U) [t1] F-1 Pole Position 64 (E) [!] F-1 Pole Position 64 (E) [b1] F-1 Pole Position 64 (U) [!] F-1 Pole Position 64 (U) [b1] F-1 Pole Position 64 (U) [b2] F-1 Pole Position 64 (U) [h1C] F-1 World Grand Prix (E) [!] F-1 World Grand Prix (E) [h1C] F-1 World Grand Prix (F) [!] F-1 World Grand Prix (G) [!] F-1 World Grand Prix (G) [b1][o1] F-1 World Grand Prix (G) [b1] F-1 World Grand Prix (G) [o1][h1C] F-1 World Grand Prix (G) [o1] F-1 World Grand Prix (J) [!] F-1 World Grand Prix (J) [h1C] F-1 World Grand Prix (U) [!] F-1 World Grand Prix (U) [h1C] F-1 World Grand Prix (U) [h2C] F-1 World Grand Prix II (E) (M4) [!] F-1 World Grand Prix II (E) (M4) [f1] (NTSC) F-1 World Grand Prix II (E) (M4) [h1C] F-ZERO X (E) [!] F-ZERO X (E) [b1] F-ZERO X (E) [b2] F-ZERO X (E) [b3] F-ZERO X (E) [b4] F-ZERO X (E) [f1] F-ZERO X (E) [h1C] F-ZERO X (J) [!] F-ZERO X (J) [b1] F-ZERO X (J) [b2] F-ZERO X (J) [b3] F-ZERO X (J) [t1] F-ZERO X (U) [!] F-ZERO X (U) [f1][h1] (Sex V1.0) F-ZERO X (U) [f1][h2] (Sex V1.1) F-ZERO X (U) [f1] F-ZERO X (U) [f2] (GameShark) F1 Racing Championship (E) [!] F1 Racing Championship (E) [f1] (NTSC) FIFA - Road to World Cup 98 (E) [!] FIFA - Road to World Cup 98 (E) [o1] FIFA - Road to World Cup 98 (J) [!] FIFA - Road to World Cup 98 (U) [!] FIFA - Road to World Cup 98 (U) [b1] FIFA - Road to World Cup 98 (U) [b2] FIFA - Road to World Cup 98 (U) [b3] FIFA - Road to World Cup 98 (U) [o1] FIFA 99 (E) (M8) [!] FIFA 99 (E) (M8) [hI] FIFA 99 (U) [!] FIFA 99 (U) [b1] FIFA Soccer 64 (E) (M3) [!] FIFA Soccer 64 (E) (M3) [b1] FIFA Soccer 64 (E) (M3) [o1] FIFA Soccer 64 (E) (M3) [o2] FIFA Soccer 64 (E) (M3) [o3] FIFA Soccer 64 (E) (M3) [o4] FIFA Soccer 64 (U) (M3) [!] FIFA Soccer 64 (U) (M3) [b1] FIFA Soccer 64 (U) (M3) [o1] Famista 64 (J) [!] Famista 64 (J) [b1] Famista 64 (J) [b2] Famista 64 (J) [b3] Famista 64 (J) [b4] Famista 64 (J) [b5] Famista 64 (J) [o1] Fighter Destiny 2 (U) [!] Fighter Destiny 2 (U) [f1] (PAL-NTSC) Fighter s Destiny (E) [!] Fighter s Destiny (F) [!] Fighter s Destiny (G) [!] Fighter s Destiny (U) [!] Fighter s Destiny (U) [b1] Fighting Cup (J) [!] Fighting Force 64 (E) [!] Fighting Force 64 (U) [!] Fighting Force 64 (U) [T+Ita_Cattivik66] Fighting Force 64 (U) [t1][f1] (PAL) Fighting Force 64 (U) [t1] Fire Demo by Lac (PD) Fire Electric Pen (J) [!] Fire Electric Pen (J) [h1C] Fire Electric Pen (J) [h2C] Fire Electric Pen (J) [o1] Fireworks Demo by CrowTRobo (PD) Fish Demo by NaN (PD) Flying Dragon (E) [!] Flying Dragon (U) [!] Flying Dragon (U) [b1] Flying Dragon (U) [b2] Fogworld USA Demo (PD) [a1] Fogworld USA Demo (PD) Forsaken 64 (E) [!] Forsaken 64 (G) [!] Forsaken 64 (G) [h1C] Forsaken 64 (G) [o1] Forsaken 64 (U) [!] Forsaken 64 (U) [b1] Forsaken 64 (U) [t1] Forsaken 64 (U) [t2] Forsaken 64 (U) [t3] Fox Sports College Hoops 99 (U) [!] Fox Sports College Hoops 99 (U) [f1] (PAL) Fractal Zoomer Demo by RedboX (PD) Freekworld BBS Intro by Rene (PD) [a1] Freekworld BBS Intro by Rene (PD) Freekworld New Intro by Ste (PD) Friendship Demo by Renderman (PD) [b1] Friendship Demo by Renderman (PD) Fushigi no Dungeon - Fuurai no Shiren 2 (J) [!] G.A.S.P!! Fighter s NEXTream (E) [!] G.A.S.P!! Fighter s NEXTream (J) [!] G.A.S.P!! Fighter s NEXTream (J) [b1] GBlator for CD64 (PD) [f1] (V64-PAL) GBlator for CD64 (PD) GBlator for NTSC Dr V64 (PD) GBlator for PAL Dr V64 (PD) GT 64 - Championship Edition (E) (M3) [!] GT 64 - Championship Edition (E) (M3) [b1] GT 64 - Championship Edition (E) (M3) [f1] (NTSC) GT 64 - Championship Edition (E) (M3) [f2] (NTSC) GT 64 - Championship Edition (U) [!] GT 64 - Championship Edition (U) [b1] GT Demo (PD) [a1] GT Demo (PD) Game Boy Emulator (POM 98) (PD) [h1] (Illegal Mode Enable) Game Boy Emulator (POM 98) (PD) Game Boy Emulator + Super Mario 3 (PD) GameBooster 64 V1.1 (NTSC) (Unl) [b1] GameBooster 64 V1.1 (NTSC) (Unl) [f1] GameBooster 64 V1.1 (NTSC) (Unl) GameBooster 64 V1.1 (PAL) (Unl) [b1] GameBooster 64 V1.1 (PAL) (Unl) [f1] (Sound) GameBooster 64 V1.1 (PAL) (Unl) GameShark Pro V2.0 (Unl) GameShark Pro V3.3 (Unl) [!] Ganbare Goemon - Derudero Douchuu Obake Tenkomori (J) [!] Ganbare Goemon - Derudero Douchuu Obake Tenkomori (J) [t1] Ganbare Goemon - Derudero Douchuu Obake Tenkomori (J) [t2] Ganbare Goemon - Mononoke Sugoroku (J) [!] Ganbare Goemon - Neo Momoyama Bakufu no Odori (J) [b1] Ganbare Goemon - Neo Momoyama Bakufu no Odori (J) [b2] Ganbare Goemon - Neo Momoyama Bakufu no Odori (J) [b3] Ganbare Goemon - Neo Momoyama Bakufu no Odori (J) [t1] Ganbare Goemon - Neo Momoyama Bakufu no Odori (J) Ganbare Nippon! Olympics 2000 (J) [!] Gauntlet Legends (E) [!] Gauntlet Legends (E) [b1] Gauntlet Legends (J) [!] Gauntlet Legends (U) [!] Gauntlet Legends (U) [f1] (PAL) Getter Love!! Cho Renai Party Game (J) [!] Getter Love!! Cho Renai Party Game (J) [b1] Getter Love!! Cho Renai Party Game (J) [b2] Gex 3 - Deep Cover Gecko (E) (M3)[!] Gex 3 - Deep Cover Gecko (FG) [!] Gex 3 - Deep Cover Gecko (U) [!] Gex 3 - Deep Cover Gecko (U) [f1] (PAL) Gex 3 - Deep Cover Gecko (U) [t1] Gex 64 - Enter the Gecko (E) [!] Gex 64 - Enter the Gecko (U) [!] Gex 64 - Enter the Gecko (U) [f1] (PAL) Gex 64 - Enter the Gecko (U) [t1] Ghemor - CD64 Xfer Save Util (CommsLink) by CrowTRobo (PD) Ghemor - CD64 Xfer Save Util (Parallel) by CrowTRobo (PD) Glover (E) (M3) [!] Glover (E) (M3) [f1] (NTSC) Glover (U) [!] Glover (U) [b1] Glover (U) [b2] Glover (U) [t1] Goemon s Great Adventure (U) [!] Golden Nugget 64 (U) [!] Golden Nugget 64 (U) [b1] Golden Nugget 64 (U) [b2] Golden Nugget 64 (U) [f1] (PAL) Golden Nugget 64 (U) [h1C] GoldenEye 007 (E) [!] GoldenEye 007 (E) [b1] GoldenEye 007 (E) [h1C] GoldenEye 007 (E) [t1] (Rapid Fire) GoldenEye 007 (J) [!] GoldenEye 007 (J) [t1] (Rapid Fire) GoldenEye 007 (U) [!] GoldenEye 007 (U) [h1C] GoldenEye 007 (U) [h2] (Godmode) GoldenEye 007 (U) [h3] (Frozen Enemies) GoldenEye 007 (U) [h4] (No Music) GoldenEye 007 (U) [h5] (No Power Bar) GoldenEye 007 (U) [o1] GoldenEye 007 (U) [t1] GoldenEye 007 (U) [t2] (Rapid Fire) HSD Quick Intro (PD) HSV Adventure Racing (A) [b1] HSV Adventure Racing (A) [f1] (NTSC) HSV Adventure Racing (A) Hamster Monogatari 64 (J) [!] Hanafuda 64 - Tenshi no Yakusoku (J) [!] Hard Coded Demo by Silo and Fractal (PD) [a1] Hard Coded Demo by Silo and Fractal (PD) Hard Pom 99 Demo by TS_Garp (POM 99) (PD) Harukanaru Augusta Masters 98 (J) [!] Harukanaru Augusta Masters 98 (J) [b1] Harukanaru Augusta Masters 98 (J) [b2] Harukanaru Augusta Masters 98 (J) [h1C] Harvest Moon 64 (U) [!] Harvest Moon 64 (U) [T+Pol001] Harvest Moon 64 (U) [b1] Harvest Moon 64 (U) [f1] (PAL) Harvest Moon 64 (U) [t1][f1] (PAL-NTSC) Harvest Moon 64 (U) [t1] Heavy 64 Demo by Destop (PD) Heiwa Pachinko World 64 (J) [!] Heiwa Pachinko World 64 (J) [b1] Heiwa Pachinko World 64 (J) [b2] Heiwa Pachinko World 64 (J) [b3] Heiwa Pachinko World 64 (J) [h1C] Heiwa Pachinko World 64 (J) [o1] Hercules - The Legendary Journeys (E) [!] Hercules - The Legendary Journeys (U) [!] Hercules - The Legendary Journeys (U) [t1][f1] (PAL-NTSC) Hercules - The Legendary Journeys (U) [t1][f2] (PAL-NTSC) Hexen (E) [!] Hexen (E) [h1C] Hexen (G) [!] Hexen (G) [h1C] Hexen (J) [!] Hexen (U) [!] Hexen (U) [b1] Hexen (U) [h1C] Hexen (U) [t1] Hexen (U) [t2] Hey You, Pikachu! (U) [!] HiRes CFB Demo (PD) Hiryuu no Ken Twin (J) [!] Hiryuu no Ken Twin (J) [h1C] Hiryuu no Ken Twin (J) [h2C] Hiryuu no Ken Twin (J) [h3C] Holy Magic Century (E) [!] Holy Magic Century (E) [b1] Holy Magic Century (F) [h1C] Holy Magic Century (F) [o1] Holy Magic Century (F) Holy Magic Century (G) [!] Holy Magic Century (G) [b1] Holy Magic Century (G) [b2] Holy Magic Century (G) [b3] Hoshi no Kirby 64 (J) [!] Hoshi no Kirby 64 (J) [f1] Hoshi no Kirby 64 (J) [f2] Hot Wheels Turbo Racing (E) (M3) [!] Hot Wheels Turbo Racing (E) (M3) [b1] Hot Wheels Turbo Racing (U) [!] Hot Wheels Turbo Racing (U) [f1] (PAL) Hot Wheels Turbo Racing (U) [t1] Human Grand Prix - New Generation (J) [!] Human Grand Prix - New Generation (J) [b1] Human Grand Prix - New Generation (J) [o1] Hybrid Heaven (E) (M3) [!] Hybrid Heaven (E) (M3) [b1] Hybrid Heaven (E) (M3) [f1] (NTSC) Hybrid Heaven (J) [!] Hybrid Heaven (J) [b1] Hybrid Heaven (J) [f1] (PAL) Hybrid Heaven (U) [!] Hybrid Heaven (U) [f1] (PAL) Hybrid Heaven (U) [t1] Hydro Thunder (E) [!] Hydro Thunder (E) [f1] (NTSC) Hydro Thunder (U) [!] Hydro Thunder (U) [b1] Hydro Thunder (U) [f1] (PAL) Hydro Thunder (U) [t1] Hyper Olympics Nagano 64 (J) [!] Hyper Olympics Nagano 64 (J) [b1] Hyper Olympics Nagano 64 (J) [b2] Hyper Olympics Nagano 64 (J) [o1] Ide Yosuke no Mahjong Juku (J) [!] Iggy s Reckin Balls (E) [!] Iggy s Reckin Balls (U) [!] Iggy-kun no Bura Bura Poyon (J) [!] In-Fisherman Bass Hunter 64 (U) [!] In-Fisherman Bass Hunter 64 (U) [f1] (PAL) Indiana Jones and the Infernal Machine (U) [!] Indy Racing 2000 (U) [!] International Superstar Soccer 98 (E) [!] International Superstar Soccer 98 (U) [!] International Superstar Soccer 2000 (E) (M2) [!] International Superstar Soccer 2000 (U) [!] International Superstar Soccer 2000 (U) [f1] (PAL-NTSC) International Superstar Soccer 64 (E) [!] International Superstar Soccer 64 (E) [b1] International Superstar Soccer 64 (E) [b2] International Superstar Soccer 64 (E) [h1C] International Superstar Soccer 64 (E) [h2C] International Superstar Soccer 64 (U) [!] International Superstar Soccer 64 (U) [b1] International Superstar Soccer 64 (U) [h1C] International Superstar Soccer 64 (U) [h2C] International Track Field 2000 (U) [!] International Track Field Summer Games (E) [!] N64へ戻る Copyright 2004 BOB All Rights Reserved.
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よく磨きこまれた反射率の高い物体に光が当たると表面が光り輝いているように見えます。 俗に言うハイライトですが、それを表現するのがこのフォン鏡面反射(フォンスペキュラー)です。 HLSL.cpp #include d3dx9.h #include string #define WINDOW_WIDTH 640 //ウインドウの幅 #define WINDOW_HEIGHT 480 //ウインドウの高さ #define SAFE_RELEASE(x) if(x){x- Release();} using namespace std; LPDIRECT3D9 g_pD3D = NULL;//Direct3D9 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//レンダリングデバイス LPD3DXEFFECT m_pEffect; // ★シェーダ D3DXHANDLE m_hTechnique;// ★テクニック D3DXHANDLE m_hmWVP; // ★ワールド~射影行列 D3DXHANDLE m_hvLightDir; D3DXHANDLE m_hvColor; D3DXHANDLE m_hvEyePos; LPDIRECT3DVERTEXDECLARATION9 m_pDecl; // 頂点宣言 class MODEL{ public LPD3DXMESH Mesh;//メッシュ D3DMATERIAL9* Material;//マテリアル LPDIRECT3DTEXTURE9* Texture;//テクスチャ DWORD PartsNumber;//マテリアル数 void LoadXFile(string); void XFileDraw(float,float,float,float,float,float,float,float,float); }; //Xファイル描画 void MODEL XFileDraw(float XSize,float YSize,float ZSize,float XRot,float YRot,float ZRot,float XTran,float YTran,float ZTran) { D3DXMATRIXA16 m,matWorld,matView,matScale,matRotation,matProj,matPosition[4],matPos; D3DXMatrixIdentity( matWorld); D3DXMatrixScaling( matScale,XSize,YSize,ZSize); D3DXMatrixMultiply( matWorld, matWorld, matScale); //ワールドトランスフォーム(絶対座標変換) D3DXMatrixIdentity( matRotation); D3DXMatrixRotationY( matRotation, YRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationX( matRotation, XRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationZ( matRotation, ZRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixTranslation( matPos,XTran,YTran,ZTran); D3DXMatrixMultiply( matWorld, matWorld, matPos); // ビュートランスフォーム(視点座標変換) D3DXVECTOR3 vecEyePt( 0.0f, 7.0f,-3.5f ); //カメラ(視点)位置 D3DXVECTOR3 vecLookatPt( 0.0f, 0.0f, 0.0f );//注視位置 D3DXVECTOR3 vecUpVec( 0.0f, 1.0f, 0.0f );//上方位置 D3DXMatrixLookAtLH( matView, vecEyePt, vecLookatPt, vecUpVec ); // プロジェクショントランスフォーム(射影変換) D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); m = (matWorld * matView * matProj); m_pEffect- SetMatrix( m_hmWVP, m ); D3DXVECTOR4 v; //light D3DXVECTOR4 light_pos = D3DXVECTOR4(-0.577f,-0.577f,-0.577f,0); D3DXMatrixInverse( m,NULL, matWorld); D3DXVec4Transform( v, light_pos, m); D3DXVec3Normalize((D3DXVECTOR3 *) v,(D3DXVECTOR3 *) v);// 正規化 v.w = -0.3f;// 環境光の強さ m_pEffect- SetVector(m_hvLightDir, v); // 視点 m = matWorld * matView; D3DXMatrixInverse( m, NULL, m); v = D3DXVECTOR4( 0, 0, 0, 1); D3DXVec4Transform( v, v, m ); m_pEffect- SetVector( m_hvEyePos, v ); //------------------------------------------------- // ★シェーダの設定 //------------------------------------------------- m_pEffect- SetTechnique( m_hTechnique ); m_pEffect- Begin( NULL, 0 ); m_pEffect- BeginPass( 0 ); g_pd3dDevice- SetFVF( D3DFVF_XYZ | D3DFVF_NORMAL); m_pEffect- SetTexture( Tex , Texture[0]); //------------------------------------------------- // 描画 //------------------------------------------------- g_pd3dDevice- SetVertexDeclaration( m_pDecl ); D3DMATERIAL9 *pMtrl = Material[0]; for( DWORD i=0; i PartsNumber; i++ ) { v.x=pMtrl- Diffuse.r/1.3f; v.y=pMtrl- Diffuse.g/1.3f; v.z=pMtrl- Diffuse.b/1.3f; m_pEffect- SetVector( m_hvColor, v ); g_pd3dDevice- SetTexture( 0,Texture[i] ); Mesh- DrawSubset( i ); pMtrl++; } m_pEffect- EndPass(); m_pEffect- End(); } //Xファイル読み込み void MODEL LoadXFile(string FileName) { // Xファイルからメッシュをロードする LPD3DXBUFFER pD3DXMtrlBuffer = NULL; D3DXLoadMeshFromXA( FileName.c_str(), D3DXMESH_SYSTEMMEM,g_pd3dDevice, NULL, pD3DXMtrlBuffer, NULL, PartsNumber, Mesh); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer- GetBufferPointer(); Material = new D3DMATERIAL9[PartsNumber]; Texture = new LPDIRECT3DTEXTURE9[PartsNumber]; for( DWORD i=0; i PartsNumber; i++ ) { Material[i] = d3dxMaterials[i].MatD3D; Material[i].Ambient = Material[i].Diffuse; Texture[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL lstrlenA(d3dxMaterials[i].pTextureFilename) 0) { D3DXCreateTextureFromFileA(g_pd3dDevice,d3dxMaterials[i].pTextureFilename, Texture[i]); } } pD3DXMtrlBuffer- Release(); } MODEL Model[2];//モデル用 HWND hwnd; HRESULT Init() { HRESULT hr; // ★シェーダの読み込み LPD3DXBUFFER pErr=NULL; if( FAILED( hr = D3DXCreateEffectFromFileA( g_pd3dDevice, hlsl.fx , NULL, NULL, 0 , NULL, m_pEffect, pErr ))){ // シェーダの読み込みの失敗 MessageBoxA( NULL, (LPCSTR)pErr- GetBufferPointer() , ERROR , MB_OK); }else{ m_hTechnique = m_pEffect- GetTechniqueByName( TShader ); m_hmWVP = m_pEffect- GetParameterByName( NULL, mWVP ); //m_hmWIT = m_pEffect- GetParameterByName( NULL, mWIT ); m_hvLightDir = m_pEffect- GetParameterByName( NULL, vLightDir ); m_hvColor = m_pEffect- GetParameterByName( NULL, vColor ); m_hvEyePos = m_pEffect- GetParameterByName( NULL, vEyePos ); } SAFE_RELEASE(pErr); return true; } void FrameUpDate() { } void ScreenDraw() { // 画面をクリアする g_pd3dDevice- Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); //シーンの開始 if(SUCCEEDED(g_pd3dDevice- BeginScene())) { Model[0].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/10000.0f,0.0f,0.0f,0.0f,0.0f); Model[1].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/300.0f,0.0f,0.0f,0.0f,3.0f); //シーンの終了 g_pd3dDevice- EndScene(); } //バックバッファを表画面に反映させる g_pd3dDevice- Present( NULL, NULL, NULL, NULL ); } void GetFPS() { FrameUpDate(); ScreenDraw(); Sleep(16); } DWORD WINAPI MainLoop(LPVOID vdParam) { while(TRUE){ GetFPS(); } return 0; } HRESULT InitD3D( HWND hWnd ) { if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))){return E_FAIL;} D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3dpp.hDeviceWindow = hWnd; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ; if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ return(E_FAIL); } } // Xファイルからメッシュをロードする Model[0].LoadXFile( land.x ); Model[1].LoadXFile( ufo.x ); Init(); return S_OK; } LRESULT CALLBACK MsgProc(HWND hwnd , UINT msg , WPARAM wp , LPARAM lp) { switch (msg) { case WM_DESTROY PostQuitMessage(0); return 0; } return DefWindowProc(hwnd , msg , wp , lp); } int WINAPI WinMain(HINSTANCE hInstance , HINSTANCE hPrevInstance ,PSTR lpCmdLine , int nCmdShow ) { MSG msg; DWORD dwID; WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L Window1 , NULL }; RegisterClassEx( wc ); RECT rect; SetRect( rect,0,0,WINDOW_WIDTH,WINDOW_HEIGHT); AdjustWindowRect( rect, WS_OVERLAPPEDWINDOW, FALSE); SetRect( rect,0,0,rect.right-rect.left,rect.bottom-rect.top); hwnd = CreateWindow( L Window1 , L HLSL , WS_OVERLAPPEDWINDOW ~WS_THICKFRAME ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, rect.right, rect.bottom, NULL, NULL, wc.hInstance, NULL ); if (hwnd == NULL) return 0; timeBeginPeriod(1); if(SUCCEEDED(InitD3D(hwnd))){ ShowWindow(hwnd,SW_SHOWDEFAULT); UpdateWindow(hwnd); CreateThread(NULL , 0 , MainLoop , (LPVOID)hwnd , 0 , dwID); while (GetMessage( msg , NULL , 0 , 0 )) { TranslateMessage( msg); DispatchMessage( msg); } } UnregisterClass(L Window1 ,wc.hInstance); timeEndPeriod(1); SAFE_RELEASE( m_pEffect ); // シェーダ SAFE_RELEASE( m_pDecl ); // 頂点宣言 SAFE_RELEASE(g_pd3dDevice); SAFE_RELEASE(g_pD3D); return 0; } hlsl.fx // ------------------------------------------------------------- // グローバル変数 // ------------------------------------------------------------- float4x4 mWVP; float4 vLightDir; // ライトの方向 float4 vColor; // ライト*メッシュの色 float3 vEyePos; // カメラの位置(ローカル座標系) // ------------------------------------------------------------- // 頂点シェーダからピクセルシェーダに渡すデータ // ------------------------------------------------------------- struct VS_OUTPUT { float4 Pos POSITION; float4 Color COLOR0; float3 N TEXCOORD0; float3 Eye TEXCOORD1; float2 Tex TEXCOORD2; }; //テクスチャ texture Tex; sampler Samp = sampler_state { Texture = Tex ; MinFilter =LINEAR; MagFilter =LINEAR; MipFilter =NONE; AddressU =Clamp; AddressV =Clamp; }; // ------------------------------------------------------------- // シーンの描画 // ------------------------------------------------------------- VS_OUTPUT VS( float4 Pos POSITION, // ローカル位置座標 float4 Normal NORMAL, // 法線ベクトル float2 Tex TEXCOORD ){ VS_OUTPUT Out = (VS_OUTPUT)0; // 出力データ // 座標変換 Out.Pos = mul(Pos, mWVP); // 拡散光+環境光 float amb = -vLightDir.w; // 環境光の強さ float3 L = -vLightDir; // ローカル座標系でのライトベクトル Out.Color = vColor * max(amb, dot(Normal, -vLightDir)); // 鏡面反射用のベクトル Out.N = Normal.xyz; Out.Eye = vEyePos - Pos.xyz; Out.Tex = Tex;//テクスチャ座標 return Out; } // ------------------------------------------------------------- float4 PS(VS_OUTPUT In) COLOR { float3 L = -vLightDir.xyz; float3 H = normalize(L + normalize(In.Eye)); // ハーフベクトル float3 N = normalize(In.N); // return (In.Color+ pow(max(0,dot(N, H)), 10))*tex2D( Samp, In. Tex);// 拡散光+環境光 return In.Color*1.5*tex2D( Samp, In. Tex)+ pow(max(0,dot(N, H)), 40); //+ pow(max(0,dot(N, H)), 10); // 鏡面反射光 } // ------------------------------------------------------------- // テクニック // ------------------------------------------------------------- technique TShader { pass P0 { VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); } }
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秋月電子のページ:>I-05737 ATmega88とPS/2キーボードを使って、電子ピアノ風おもちゃ楽器を作ってみます。 PS/2キーボード側の仕様にもよりますが、3和音までのPCM波形合成とディケイ(減衰音)を ソフトウェアで実装しています。 丁度、おもちゃ楽器のようなピアノ(?)音が出ます。 ATtiny2313版も含まれています。(ATtiny2313は乗算命令が無いので、代用ルーチンを使用しているため若干低速です) 回路図 ATmega88/168 ___ ___ (PCINT14/_RESET)PC6 [1 |__| 28] PC5(ADC5/SCL/PCINT13) (PCINT16/RxD)PD0 [2 27] PC4(ADC4/SDA/PCINT12) (PCINT17/TxD)PD1 [3 26] PC3(ADC3/PCINT11) (PCINT18/INT0)PD2 [4 25] PC2(ADC2/PCINT10) (PCINT19/OC2B/INT1)PD3 [5 24] PC1(ADC1/PCINT9) ====== PS/2 keyb DATA (PCINT20/XCK/T0)PD4 [6 23] PC0(ADC0/PCINT8) ====== PS/2 keyb CLK Vcc [7 22] GND GND [8 21] AREF (PCINT6/XTAL1/TOSC1)PB6 [9 20] AVcc (PCINT7/XTAL2/TOSC2)PB7 [10 19] PB5(SCK/PCINT5) (PCINT21/OC0B/T1)PD5 [11 18] PB4(MISO/PCINT3) (PCINT22/OC0A/AIN0)PD6 [12 17] PB3(MOSI/OC2A/PCINT3) (PCINT23/AIN1)PD7 [13 16] PB2(_SS/OC1B/PCINT2) (PCINT0/CLKO/ICP1)PB0 [14 15] PB1(OC1A/PCINT1) ~~~~~~~~~~ XTAL XTAL1,2 = Crystal 12MHz/20MHz PC0 ===== PS/2 keyb CLK (PCINT8) PC1 ===== PS/2 keyb DATA PD6 ===== Sound Output(PWM) PD7 ===== CW Output(DC Level,L=MAKE H=BRAKE) PS/2コネクタ ;The connector will be one of the following ;5pin 180 deg DIN 6pin MINIDIN ;---------------- ------------ ; ; _ ; (2) 1 CLOCK (5) (6) 1 DATA ; (5) (4) 2 DATA | 2 ; (3) (1) 3 (3) (4) 3 GND ; 4 GND 4 +5V ; 5 5V (1) (2) 5 CLOCK ; 6 基板組みとか配線とか面倒でしたら、秋月Arduino風基板ATMEGA168/328用マイコンボードなどが活用できます。 ATmega88/168とATmega328ではFuseを焼くときに、ビット構成が基本的に異なりますので気をつけてください。 (このファームはATmega88/168用です) サウンド出力はPWMですので、適当なCRカップリングを経てオーディオアンプなどに繋いでください。 R C 1~10uF PD6 *---1kΩ------||---* Audio Out + - GND *-----------------* GND FUSE設定 ヒューズの設定例は、以下のように設定します。 ############################## ATMega88/168 ############################## # Fuse Low byte (0xFF) #Low 11111111 # ||||++++-- CKSEL[3 0] システムクロック選択 # ||++-- SUT[1 0] 起動時間 # |+-- CKOUT (0 PB0にシステムクロックを出力) # +-- CKDIV8 クロック分周初期値 (1 1/1, 0 1/8) # # Fuse High byte (0xDD) #High 11-11101 # |||||+++-- BODLEVEL[2 0] (111 無, 110 1.8V, 101 2.7V, 100 4.3V) # ||||+-- EESAVE (消去でEEPROMを 1 消去, 0 保持) # |||+-- WDTON (1 WDT通常動作, 0 WDT常時ON) # ||+-- SPIEN (1 ISP禁止, 0 ISP許可) ※Parallel時のみ # |+-- DWEN (On-Chipデバッグ 1 無効, 0 有効) # +-- RSTDISBL (RESETピン 1 有効, 0 無効(PC6)) # # Fuse Extend byte (0xF8) #Ext -----001 # ||+-- BOOTRST ※データシート参照 (1=応用領域、0=ブートローダー) # ++-- BOOTSZ[1 0] ※データシート参照 # ############################################################################### CLOCK 必要ならば、firmware/Makefile 内の記述を変更してください。 #F_CPU = 12000000 F_CPU = 20000000 使い方/テスト方法 HEXファイル、part3/main88-12.hex をATmega88 に焼きます。 ATmega88は、下記配線図を参考に配線してください。 電源(5V)を与え、接続先のキーボードを押すと、スピーカーから 何か音が出たら正常です。 ファームウェアソース・ダウンロード ダウンロード keybrd-mania-1211.zip このアーカイブには、ATtiny2313用のファームウェアも含まれています。 ATtiny2313でも製作可能です。 その他おまけ ATmega88用では、モールス符号発生器のモードもあります。--- [F1]キーで切り替わります。 PS/2キーボードは最近ではほとんど見かけなくなりました。が、USB、PS/2両対応のキーボードはまだ少しは売られているようです。 PS/2 mini-DINコネクタ・メスは、あんまり売っていないような気がします。 PS/2延長ケーブルを買ってきてぶったぎるか、USB、PS/2両対応のキーボードの場合はUSB-Aメスで受けて、知らん振りして繋ぐ(実際にはKeyBoard側でUSB/PS2の自動判別が行なわれます)という手もありです。 PS/2キーボードのインターフェースプログラムはATMELのアプリケーションノート313番を参考に実装しています。 名前 コメント today - total -
https://w.atwiki.jp/ws_wiki/pages/6948.html
カガミネレン“アペンド”【登録タグ ID PD パワーパンプ 下田麻美】 autolink PD/S22-T01 PD/S22-016 カード名:鏡音レン“アペンド” カテゴリ:キャラクター 色:黄 レベル:0 コスト:0 トリガー:0 パワー:2500 ソウル:1 特徴:《音楽》? 【永】あなたのターン中、このカードのパワーを+1000。 レアリティ:TD C illust. Module Design:オサム 13/03/06 今日のカード。 自ターン中のみパワー+1000されるカードでリンレンデッキでは安定したアタッカーになる。 他のアペンドだとミク、リン共にレベル3へのチェンジを持っているが残念なことにレンにチェンジは用意されていない。
https://w.atwiki.jp/directx/pages/37.html
HLSLで環境光(アンビエントライト)を設定します。環境光はライトの基本であり特別なケースを除き、 ほとんどのゲームやアプリで暗くなり過ぎる部分を緩和するために使用します。 HLSL.cpp #include d3dx9.h #include string #define WINDOW_WIDTH 640 //ウインドウの幅 #define WINDOW_HEIGHT 480 //ウインドウの高さ #define SAFE_RELEASE(x) if(x){x- Release();} using namespace std; LPDIRECT3D9 g_pD3D = NULL;//Direct3D9 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//レンダリングデバイス LPD3DXEFFECT m_pEffect; // ★シェーダ D3DXHANDLE m_hTechnique;// ★テクニック D3DXHANDLE m_hmWVP; // ★ワールド~射影行列 D3DXHANDLE m_hmWIT; D3DXHANDLE m_hvLightDir; D3DXHANDLE m_hvCol; LPDIRECT3DVERTEXDECLARATION9 m_pDecl; // 頂点宣言 class MODEL{ public LPD3DXMESH Mesh;//メッシュ D3DMATERIAL9* Material;//マテリアル LPDIRECT3DTEXTURE9* Texture;//テクスチャ DWORD PartsNumber;//マテリアル数 void LoadXFile(string); void XFileDraw(float,float,float,float,float,float,float,float,float); }; //Xファイル描画 void MODEL XFileDraw(float XSize,float YSize,float ZSize,float XRot,float YRot,float ZRot,float XTran,float YTran,float ZTran) { D3DXMATRIXA16 m,matWorld,matView,matScale,matRotation,matProj,matPosition[4],matPos; D3DXMatrixIdentity( matWorld); D3DXMatrixScaling( matScale,XSize,YSize,ZSize); D3DXMatrixMultiply( matWorld, matWorld, matScale); //ワールドトランスフォーム(絶対座標変換) D3DXMatrixIdentity( matRotation); D3DXMatrixRotationY( matRotation, YRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationX( matRotation, XRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationZ( matRotation, ZRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixTranslation( matPos,XTran,YTran,ZTran); D3DXMatrixMultiply( matWorld, matWorld, matPos); //local D3DXMatrixInverse( m,NULL, matWorld); D3DXMatrixTranspose( m, m); m_pEffect- SetMatrix(m_hmWIT, m); // ビュートランスフォーム(視点座標変換) D3DXVECTOR3 vecEyePt( 0.0f, 7.0f,-3.5f ); //カメラ(視点)位置 D3DXVECTOR3 vecLookatPt( 0.0f, 0.0f, 0.0f );//注視位置 D3DXVECTOR3 vecUpVec( 0.0f, 1.0f, 0.0f );//上方位置 D3DXMatrixLookAtLH( matView, vecEyePt, vecLookatPt, vecUpVec ); // プロジェクショントランスフォーム(射影変換) D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); m = (matWorld * matView * matProj); m_pEffect- SetMatrix( m_hmWVP, m ); D3DXVECTOR4 v; //light D3DXVECTOR4 light_pos = D3DXVECTOR4(-0.577f,-0.577f,-0.577f,0); m_pEffect- SetVector(m_hvLightDir, light_pos); //------------------------------------------------- // ★シェーダの設定 //------------------------------------------------- m_pEffect- SetTechnique( m_hTechnique ); m_pEffect- Begin( NULL, 0 ); m_pEffect- BeginPass( 0 ); g_pd3dDevice- SetFVF( D3DFVF_XYZ | D3DFVF_NORMAL); m_pEffect- SetTexture( Tex , Texture[0]); //------------------------------------------------- // 描画 //------------------------------------------------- g_pd3dDevice- SetVertexDeclaration( m_pDecl ); D3DMATERIAL9 *pMtrl = Material[0]; for( DWORD i=0; i PartsNumber; i++ ) { v.x=pMtrl- Diffuse.r; v.y=pMtrl- Diffuse.g; v.z=pMtrl- Diffuse.b; v.w=pMtrl- Diffuse.a; m_pEffect- SetVector( k_d , v); m_pEffect- SetVector( k_a , v); g_pd3dDevice- SetTexture( 0,Texture[i] ); Mesh- DrawSubset( i ); pMtrl++; } m_pEffect- EndPass(); m_pEffect- End(); } //Xファイル読み込み void MODEL LoadXFile(string FileName) { // Xファイルからメッシュをロードする LPD3DXBUFFER pD3DXMtrlBuffer = NULL; D3DXLoadMeshFromXA( FileName.c_str(), D3DXMESH_SYSTEMMEM,g_pd3dDevice, NULL, pD3DXMtrlBuffer, NULL, PartsNumber, Mesh); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer- GetBufferPointer(); Material = new D3DMATERIAL9[PartsNumber]; Texture = new LPDIRECT3DTEXTURE9[PartsNumber]; for( DWORD i=0; i PartsNumber; i++ ) { Material[i] = d3dxMaterials[i].MatD3D; Material[i].Ambient = Material[i].Diffuse; Texture[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL lstrlenA(d3dxMaterials[i].pTextureFilename) 0) { D3DXCreateTextureFromFileA(g_pd3dDevice,d3dxMaterials[i].pTextureFilename, Texture[i]); } } pD3DXMtrlBuffer- Release(); } MODEL Model[2];//モデル用 HWND hwnd; HRESULT Init() { HRESULT hr; // ★シェーダの読み込み LPD3DXBUFFER pErr=NULL; if( FAILED( hr = D3DXCreateEffectFromFileA( g_pd3dDevice, hlsl.fx , NULL, NULL, 0 , NULL, m_pEffect, pErr ))){ // シェーダの読み込みの失敗 MessageBoxA( NULL, (LPCSTR)pErr- GetBufferPointer() , ERROR , MB_OK); }else{ m_hTechnique = m_pEffect- GetTechniqueByName( TShader ); m_hmWVP = m_pEffect- GetParameterByName( NULL, mWVP ); m_hmWIT = m_pEffect- GetParameterByName( NULL, mWIT ); m_hvLightDir = m_pEffect- GetParameterByName( NULL, vLightDir ); m_hvCol = m_pEffect- GetParameterByName( NULL, vColor ); } SAFE_RELEASE(pErr); return true; } void FrameUpDate() { } void ScreenDraw() { // 画面をクリアする g_pd3dDevice- Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); //シーンの開始 if(SUCCEEDED(g_pd3dDevice- BeginScene())) { Model[0].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/10000.0f,0.0f,0.0f,0.0f,0.0f); Model[1].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/300.0f,0.0f,0.0f,0.0f,3.0f); //シーンの終了 g_pd3dDevice- EndScene(); } //バックバッファを表画面に反映させる g_pd3dDevice- Present( NULL, NULL, NULL, NULL ); } void GetFPS() { FrameUpDate(); ScreenDraw(); Sleep(16); } DWORD WINAPI MainLoop(LPVOID vdParam) { while(TRUE){ GetFPS(); } return 0; } HRESULT InitD3D( HWND hWnd ) { if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))){return E_FAIL;} D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3dpp.hDeviceWindow = hWnd; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ; if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ return(E_FAIL); } } // Xファイルからメッシュをロードする Model[0].LoadXFile( land.x ); Model[1].LoadXFile( ufo.x ); Init(); return S_OK; } LRESULT CALLBACK MsgProc(HWND hwnd , UINT msg , WPARAM wp , LPARAM lp) { switch (msg) { case WM_DESTROY PostQuitMessage(0); return 0; } return DefWindowProc(hwnd , msg , wp , lp); } int WINAPI WinMain(HINSTANCE hInstance , HINSTANCE hPrevInstance ,PSTR lpCmdLine , int nCmdShow ) { MSG msg; DWORD dwID; WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L Window1 , NULL }; RegisterClassEx( wc ); RECT rect; SetRect( rect,0,0,WINDOW_WIDTH,WINDOW_HEIGHT); AdjustWindowRect( rect, WS_OVERLAPPEDWINDOW, FALSE); SetRect( rect,0,0,rect.right-rect.left,rect.bottom-rect.top); hwnd = CreateWindow( L Window1 , L HLSL , WS_OVERLAPPEDWINDOW ~WS_THICKFRAME ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, rect.right, rect.bottom, NULL, NULL, wc.hInstance, NULL ); if (hwnd == NULL) return 0; timeBeginPeriod(1); if(SUCCEEDED(InitD3D(hwnd))){ ShowWindow(hwnd,SW_SHOWDEFAULT); UpdateWindow(hwnd); CreateThread(NULL , 0 , MainLoop , (LPVOID)hwnd , 0 , dwID); while (GetMessage( msg , NULL , 0 , 0 )) { TranslateMessage( msg); DispatchMessage( msg); } } UnregisterClass(L Window1 ,wc.hInstance); timeEndPeriod(1); SAFE_RELEASE( m_pEffect ); // シェーダ SAFE_RELEASE( m_pDecl ); // 頂点宣言 SAFE_RELEASE(g_pd3dDevice); SAFE_RELEASE(g_pD3D); return 0; } hlsl.fx // ------------------------------------------------------------- // グローバル変数 // ------------------------------------------------------------- float4x4 mWVP; float4x4 mWIT; float4 vLightDir; // ライトの方向 float4 vColor; // 光の強さ float4 I_a = { 0.3f, 0.3f, 0.3f, 0.0f }; // ambient float4 I_d = { 0.7f, 0.7f, 0.7f, 0.0f }; // diffuse // 反射率 float4 k_a = { 1.0f, 1.0f, 1.0f, 1.0f }; // ambient float4 k_d = { 1.0f, 1.0f, 1.0f, 1.0f }; // diffuse //テクスチャ texture Tex; sampler Samp = sampler_state { Texture = Tex ; MinFilter =LINEAR; MagFilter =LINEAR; MipFilter =NONE; AddressU =Clamp; AddressV =Clamp; }; // ------------------------------------------------------------- // 頂点シェーダからピクセルシェーダに渡すデータ // ------------------------------------------------------------- struct VS_OUTPUT { float4 Pos POSITION; float4 Color COLOR0; float2 Tex TEXCOORD0; }; // ------------------------------------------------------------- // シーンの描画 // ------------------------------------------------------------- VS_OUTPUT VS( float4 Pos POSITION, // ローカル位置座標 float3 Normal NORMAL, // 法線ベクトル float2 Tex TEXCOORD ){ VS_OUTPUT Out = (VS_OUTPUT)0; // 出力データ // 座標変換 Out.Pos = mul(Pos, mWVP); /* // 頂点色 float3 L = -vLightDir; float3 N = normalize(mul(Normal, (float3x3)mWIT)); // ワールド座標系での法線 Out.Color = I_a * k_a // 環境光 + I_d * k_d * max(0, dot(N, L)); // 拡散光 */ float amb = -vLightDir.w;//環境光の強さ float3 L = -vLightDir;//ライトベクトル //Out.Color = vColor * max(amb,dot(Normal,-vLightDir)); Out.Color = vColor * max(amb*3,dot(Normal,0)); Out.Tex = Tex;//テクスチャ座標 return Out; } // ------------------------------------------------------------- float4 PS(VS_OUTPUT In) COLOR { return In.Color*2*tex2D( Samp, In. Tex) ; //return tex2D( Samp, In. Tex ); } // ------------------------------------------------------------- // テクニック // ------------------------------------------------------------- technique TShader { pass P0 { VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); } }
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製品の購入をする予定なら 購入前相談 を一度見ておけば◎ デル株式会社(Dell Japan)の公式サイト http //www1.jp.dell.com/content/default.aspx?c=jp l=jp s=gen Inspiron 580(Inspiron 545の後継機・INTEL CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-580/pd.aspx?refid=inspiron-580 s=dhs cs=jpdhs1 ~ck=mn Inspiron 580s(Inspiron 545sの後継機・INTEL CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-580s/pd.aspx?refid=inspiron-580s s=dhs cs=jpdhs1 ~ck=mn Inspiron 570(AMD CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-570/pd.aspx?refid=inspiron-570 s=dhs cs=jpdhs1 ~ck=mn Inspiron ZINO HD(AMD CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-zino-hd-410/pd.aspx?refid=inspiron-zino-hd-410 s=dhs cs=jpdhs1 Inspiron One 2205(一体型・AMD CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-one-2205/pd.aspx?refid=inspiron-one-2205 s=dhs cs=jpdhs1 Inspiron One 2310(一体型・INTEL CPU) http //www1.jp.dell.com/jp/ja/home/desktops/inspiron-one-2310-intel/pd.aspx?refid=inspiron-one-2310-intel s=dhs cs=jpdhs1 オンラインマニュアル Inspiron 580 http //supportapj.dell.com/support/edocs/systems/insp580/ja/index.htm Inspiron 580s http //supportapj.dell.com/support/edocs/systems/insp580s/ja/index.htm Inspiron 570 http //support.dell.com/support/edocs/systems/insp560mt/ja/index.htm Inspiron 530 http //support.dell.com/support/edocs/systems/inspd530/JA/index.htm Inspiron 530s http //support.dell.com/support/edocs/systems/insp530s/ja/index.htm Inspiron 531 http //support.dell.com/support/edocs/systems/inspd531/ja/index.htm Inspiron 545 http //support.dell.com/support/edocs/systems/insp535mt/ja/index.htm Inspiron 545s http //support.dell.com/support/edocs/systems/insp535st/ja/index.htm デルカスタマーサポート Q A検索 http //support2.jp.dell.com/jp/jp/mwfaq/search.asp 個人向け E-メール会員様特別ページ:モニタレスパッケージ等あり http //www1.jp.dell.com/content/topics/segtopic.aspx/misc/dm/np2_landing?c=jp l=jp s=dhs dgc=EM cid=29485 lid=662302 デル・アウトレット/デル・エクスプレス http //jpstore.dell.com/dfo/? ~ck=anavml
https://w.atwiki.jp/ketpic/pages/90.html
Projpers(( sequence of PD3 or MS) make sequence of PD2 or MS by perspective projection.
https://w.atwiki.jp/espritlibre/pages/160.html
┃曜日クエスト 曜日クエスト(2021/09/09) 曜日 Lv 発給NPC 場所 クエスト内容 日 165 スカーレット/ドバンニ ミデラ/ドラビス ミデラ/ドラビス モンスター500匹討伐 月 150 サガン(デッドランド) 無限大戦2 闘争 PDクリア 火 145 ギネス(クレスポ) ヌンヴァイス神殿 PDクリア 水 160 ヘイズ(エルローンオーム聖地) エルローンオームPD 歓迎の部屋 ルビシン討伐 木 160 イドナック(アルカナの箱舟) ドラビスの秘密通路 ルビシン討伐 金 168 コポス(竜神族の住処) ファフニルの巣 キャプテンディサイア1匹・凶暴なアタール1匹討伐 土 150 暗黒騎士ヨシュア(クレスポの深淵) クレスポの深淵 カロンの破片ノーマル ウンゴリアント討伐 旧曜日クエスト 曜日 Lv 発給NPC 場所 クエスト内容 日 170 トーラ (ミデラ) ミデラ 腐敗した感染者200匹・悪臭を放つ感染者200匹 月 150 ザガン (デッドランド) 無限大戦2闘争ランク ヒドルニ2匹 火 171 ダウト (歓迎の地) 亀裂の魔方陣 深層部 亀裂の欠片5個 水 160 ヘイズ (エルロンオーム聖地) エルロンオームPD ルビシン1匹 木 160 イドナック (アルカナの箱舟) ドラビス秘密通路 ルビシン1匹 金 168 コポス (竜神族の住処) ファフニルの巣 キャプテンディサイア1匹・凶暴なアタール1匹 土 - ジュリンアン・リック (火の鎖・凍てつく谷) デッドフロント・アイスキャッスル マギマタ1匹・ジャイアントフェンリルの紋章30個 詳しくは緋菜さんのブログに記載されているのでコチラを。 緋菜さんありがとうございます^^